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:''You may be looking for a [[list of craftable items]] with recipes.'' |
:''You may be looking for a [[list of craftable items]] with recipes.'' |
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− | '''Research and Development''' is the crafting system of ''[[Star Trek Online]]''. It uses [[Research and Development |
+ | '''Research and Development''' (R&D) is the crafting system of ''[[Star Trek Online]]''. It uses [[Research and Development Material|R&D Materials]] to create [[Research and Development Components|R&D Components]], both of which are in turn needed to craft [[List of craftable items|various items]], including "tech upgrade kits" that can be used to [[Gear Upgrade System|improve already existing items]]. The R&D system unlocks for all players once they reach [[Lieutenant Commander|level 15]] with an automatically assigned mission {{Mission|First Creation||ALL}}. |
==Schools== |
==Schools== |
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− | There are currently |
+ | There are currently eight R&D schools plus two special schools without levels. Each normal school has 20 levels and offers a range of items to fabricate. An increasing R&D level improves the chance that the crafting of a high quality item of that school is successful. In addition, each school has a 20 hour [[Fleet Research Daily]] R&D task that provides the player with 5,000 crafting school XP. |
+ | {{schools}} |
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⚫ | |||
==Ingredients== |
==Ingredients== |
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− | If you have the [[ |
+ | If you have the [[R&D Material]]s on hand, you can fabricate a wide range of [[Research and Development Components|Components]] and equipment for you and your ship. |
− | === |
+ | ===Materials=== |
+ | [[Research and Development Material|Materials]] are the basic ingredients for all R&D tasks. They are rewarded by [[anomaly|scanning nodes]], [[Duty Officer]] [[assignment]]s, most [[PvE queue]] missions, as well as [[Research and Development Pack]]s. |
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− | {{:Research_and_Development_Materials/nav}} |
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⚫ | |||
− | === |
+ | ===Components=== |
+ | [[Research and Development Components|Components]] are non-equipable items that are fabricated from materials. They solely serve as further ingredients for certain R&D tasks. |
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{{:Research_and_Development_Components/nav}} |
{{:Research_and_Development_Components/nav}} |
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+ | ==Duty officers== |
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− | ==R&D School Duty Officers (for level 15 crafted items)== |
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+ | In addition to materials and components, crafting an item will also require a duty officer. Quality of slotted duty officer will increase the total crafting skill that improves the chance of getting better quality item or it provides bonus components. |
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+ | * {{common}} duty officer adds +0 Crafting Skill |
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+ | * {{uncommon}} duty officer adds +5 Crafting Skill |
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+ | * {{rare}} duty officer adds +15 Crafting Skill |
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+ | * {{veryrare}} duty officer adds +30 Crafting Skill |
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+ | * {{ultrarare}} duty officer adds an unspecified amount of Crafting Skill ("Current Skill" added is shown as 0 - same as for {{common}} quality duty officers, however success chance probabilities match those when using {{veryrare}} officers, implying +30) |
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+ | Crafting skill can be further improved by [[Research_and_Development#Skill_Catalysts|Skill Catalysts]] and leveling up [[Research_and_Development#Skill|skill]] level of the relevant school. Higher crafting skill results in higher probability of a critical success outcome that will give [[{{PAGENAME}}#Critical_Outcome|better rewards]]. |
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− | Department |
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+ | ;<u>Non-special items:</u> |
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− | ===Aegis=== |
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+ | Regular or non-special items need duty officers with the appropriate specialization before crafting can commence. A Duty officer's R&D school specialization (if available) is not important when crafting these regular items. The tables below show which specialization is needed for which type of item. |
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+ | {| class="wikitable sortable" width=60% style="font-size:90%" |
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+ | |- |
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+ | ! Item !! !! Duty officer |
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+ | |- |
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+ | | [[Tactical Consoles|Beam Consoles]] || {{arrow}} || {{doffspec|Technician}} |
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+ | |- |
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+ | | [[Beam Weapon]]s || {{arrow}} || {{doffspec|Energy Weapons Officer}} |
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+ | |- |
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+ | | [[Tactical Consoles|Cannon Consoles]] || {{arrow}} || {{doffspec|Technician}} |
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+ | |- |
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+ | | Cannon Weapons || {{arrow}} || {{doffspec|Energy Weapons Officer}} |
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+ | |- |
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+ | | [[Research_and_Development#Components|Components]] <small>({{Common}}, {{Uncommon}}, {{Rare}})</small> || {{arrow}} || {{doffspec|Fabrication Engineer}} |
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+ | |- |
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+ | | [[Research_and_Development#Components|Components]] <small>({{Veryrare}})</small> || {{arrow}} || {{doffspec|Matter-Antimatter Specialist}} |
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+ | |- |
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+ | | [[Deflector Dish]]es || {{arrow}} || {{doffspec|Deflector Officer}} |
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+ | |- |
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+ | | [[Engineering Consoles]] || {{arrow}} || {{doffspec|Maintenance Engineer}} |
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+ | |- |
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+ | | [[Body Armor|Ground Armor]] || {{arrow}} || {{doffspec|Security Officer}} |
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+ | |- |
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+ | | Ground consumables - [[Large Hypo|Hypo]], [[Large Power Cell|Power Cell]], [[Large Shield Charge|Shield Charge]] || {{arrow}} || {{doffspec|Diagnostic Engineer}} |
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+ | |- |
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+ | | Ground consumable - [[Nanoenergy Cell]] || {{arrow}} || {{doffspec|Energy Weapons Officer}} |
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+ | |- |
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+ | | [[Ground Weapon]]s || {{arrow}} || {{doffspec|Assault Squad Officer}} |
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+ | |- |
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+ | | [[Impulse Engine]]s || {{arrow}} || {{doffspec|Systems Engineer}} |
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+ | |- |
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+ | | [[Kit|Kit Frames]] || {{arrow}} || {{doffspec|Quartermaster}} |
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+ | |- |
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+ | | [[Kit Module]]s || {{arrow}} || {{doffspec|Quartermaster}} |
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+ | |- |
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+ | | [[Mine Launcher]]s || {{arrow}} || {{doffspec|Armory Officer}} |
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+ | |- |
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+ | | [[Personal Shield]]s || {{arrow}} || {{doffspec|Assault Squad Officer}} |
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+ | |- |
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+ | | [[Tactical Consoles|Projectile Consoles]] || {{arrow}} || {{doffspec|Security Officer}} |
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+ | |- |
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+ | | [[Research_and_Development#Skill|Research projects]] || {{arrow}} || {{doffspec|Research Lab Scientist}} |
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+ | |- |
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+ | | [[Science Consoles]] || {{arrow}} || {{doffspec|Deflector Officer}}<br>{{doffspec|Maintenance Engineer}} |
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+ | |- |
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+ | | [[Singularity Core]]s || {{arrow}} || {{doffspec|Warp Theorist}} |
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+ | |- |
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+ | | Space and Ground consumables - [[Template:Rare batteries nav|Rare Batteries]], [[Reactive Armor Catalysts Pack|Reactive Armor Catalysts]] || {{arrow}} || {{doffspec|Fabrication Engineer}} |
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+ | |- |
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+ | | Space consumables - [[Auxiliary Battery]], [[Engine Battery]] || {{arrow}} || {{doffspec|Deflector Officer}} <ref><small>When crafted from Science school.</small></ref><br/>{{doffspec|Warp Theorist}} <ref><small>When crafted from Engineering school.</small></ref> |
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+ | |- |
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+ | | Space consumable - [[Shield Battery]] || {{arrow}} || {{doffspec|Systems Engineer}} <ref><small>When crafted from Shields school.</small></ref><br/>{{doffspec|Warp Theorist}} <ref><small>When crafted from Engineering school.</small></ref> |
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+ | |- |
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+ | | Space consumable - [[Weapons Battery]] || {{arrow}} || {{doffspec|Explosives Expert}} <ref><small>When crafted from Projectiles school.</small></ref><br/>{{doffspec|Technician}} <ref><small>When crafted from Beams and Cannons schools.</small></ref> |
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+ | |- |
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+ | | [[Ship Shields|Space Shields]] || {{arrow}} || {{doffspec|Shield Distribution Officer}} |
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+ | |- |
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+ | | [[Gear Upgrade System|Tech Upgrades]] || {{arrow}} || {{doffspec|Research Lab Scientist}} |
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+ | |- |
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+ | | [[Torpedo Launcher]]s || {{arrow}} || {{doffspec|Projectile Weapons Officer}} |
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+ | |- |
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+ | | [[Warp Core]]s || {{arrow}} || {{doffspec|Warp Core Engineer}} |
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+ | |} |
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+ | <references/> |
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+ | {| class="wikitable sortable" width=60% style="font-size:90%" |
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− | Gumarre - Research Lab Scientist - FED,KDF common |
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+ | |- |
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− | |||
+ | ! Duty officer !! !! Item |
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− | ===Beams=== |
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+ | |- |
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− | |||
+ | | {{doffspec|Armory Officer}} || {{arrow}} || [[Mine Launcher]]s |
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− | ===Cannons=== |
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+ | |- |
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− | |||
+ | | {{doffspec|Assault Squad Officer}} || {{arrow}} || [[Ground Weapon]]s, [[Personal Shield]]s |
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− | ===Engineering=== |
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+ | |- |
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+ | | {{doffspec|Deflector Officer}} || {{arrow}} || [[Deflector Dish]]es, [[Science Console]]s, Space consumables - [[Auxiliary Battery]], [[Engine Battery]] <ref><small>When crafted from Science school.</small></ref> |
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+ | |- |
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+ | | {{doffspec|Diagnostic Engineer}} || {{arrow}} || Ground consumables - [[Large Hypo|Hypo]], [[Large Power Cell|Power Cell]], [[Large Shield Charge|Shield Charge]] |
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+ | |- |
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+ | | {{doffspec|Energy Weapons Officer}} || {{arrow}} || [[Beam Weapon|Beam]]/Cannon Weapons, Ground consumable - [[Nanoenergy Cell]] |
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+ | |- |
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+ | | {{doffspec|Explosives Expert}} || {{arrow}} || Space consumable - [[Weapons Battery]] <ref><small>When crafted from Projectiles school.</small></ref> |
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+ | |- |
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+ | | {{doffspec|Fabrication Engineer}} || {{arrow}} || [[Research_and_Development#Components|Components]] <small>({{Common}}, {{Uncommon}}, {{Rare}})</small>, Space and Ground consumables - [[Template:Rare batteries nav|Rare Batteries]], [[Reactive Armor Catalysts Pack|Reactive Armor Catalysts]] |
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+ | |- |
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+ | | {{doffspec|Maintenance Engineer}} || {{arrow}} || [[Engineering Consoles]], [[Science Consoles]] |
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+ | |- |
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+ | | {{doffspec|Matter-Antimatter Specialist}} || {{arrow}} || [[Research_and_Development#Components|Components]] <small>({{Veryrare}})</small> |
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+ | |- |
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+ | | {{doffspec|Projectile Weapons Officer}} || {{arrow}} || [[Torpedo Launcher]]s |
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+ | |- |
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+ | | {{doffspec|Quartermaster}} || {{arrow}} || [[Kit Module]]s, [[Kit|Kit Frames]] |
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+ | |- |
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+ | | {{doffspec|Research Lab Scientist}} || {{arrow}} || [[Research_and_Development#Skill|Research projects]], [[Gear Upgrade System|Tech Upgrades]] |
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+ | |- |
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+ | | {{doffspec|Security Officer}} || {{arrow}} || [[Body Armor|Ground Armor]], [[Tactical Consoles|Projectile Consoles]] |
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+ | |- |
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+ | | {{doffspec|Shield Distribution Officer}} || {{arrow}} || [[Ship Shields|Space Shields]] |
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+ | |- |
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+ | | {{doffspec|Systems Engineer}} || {{arrow}} || [[Impulse Engine]]s, Space consumable - [[Shield Battery]] <ref><small>When crafted from Shields school.</small></ref> |
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+ | |- |
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+ | | {{doffspec|Technician}} || {{arrow}} || [[Tactical Consoles|Beam/Cannon Consoles]], Space consumable - [[Weapons Battery]] <ref><small>When crafted from Beams and Cannons schools.</small></ref> |
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+ | |- |
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+ | | {{doffspec|Warp Core Engineer}} || {{arrow}} || [[Warp Core]]s |
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+ | |- |
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+ | | {{doffspec|Warp Theorist}} || {{arrow}} || [[Singularity Core]]s, Space consumables - [[Auxiliary Battery]], [[Engine Battery]], [[Shield Battery]] <ref><small>When crafted from Engineering school.</small></ref> |
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+ | |} |
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+ | <references/> |
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+ | ;<u>Special items</u> |
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− | ===Ground=== |
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+ | To craft a level 15 special item, a duty officer will need to have an R&D school specialization which corresponds to the school department it can be found in, except for Aegis items which require "Aegis R&D specialist". Specializations listed in the table above do not matter for special items, only their R&D school is important. |
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+ | Some sources of duty officers with R&D school specializations: Fleet system - [[Fleet Research Lab/Krenim duty officers|Krenim duty officers]] from [[Fleet Research Lab]] (random R&D School), and [[23rd Century Duty Officers]] from [[Fleet Station K-13]] (specific R&D school). Lock Box packs - {{item|Xindi Duty Officer (Duty Officer)||ultrarare}}, {{item|Kobali Engineering Corps Veterans||common}}, {{item|Krenim Temporal Specialist (Duty Officer)||veryrare}}. Duty officer assignment - "[[Request r&d assistance]]". |
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− | ===Projectiles=== |
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+ | :''See more: |
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− | ===Science=== |
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+ | * [[Duty officers by R&D school]] |
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+ | * [[:Category:Duty officers by R&D school|List of duty officers by R&D school specialty]] |
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− | == |
+ | == Task Slots == |
+ | To start a task, the captain must have an empty task slot. Each captain has from 1 to 6 task slots that they obtain for completing the following goals, in any order: |
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+ | * 1 is unlocked with the R&D System by reaching captain [[Rank|level]] 15 |
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+ | * 1 is unlocked by raising any school to Level 2 |
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+ | * 1 is unlocked by raising any school to Level 4 |
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+ | * 1 is unlocked by raising at least three schools to Level 5 |
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+ | * 1 is unlocked by raising any school to Level 15 |
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+ | * 1 is unlocked by purchasing a slot from [[Fleet Research Lab]] that has Tier III Research unlocked |
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==Skill== |
==Skill== |
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− | The crafting system is skill based; you gain skill points by leveling a school. As your skill |
+ | The crafting system is skill based; you gain permanent skill points by leveling a school. As your skill level increases you gain access to more items and have a higher chance to achieve a critical success outcome that gives [[{{PAGENAME}}#Critical_Outcome|better rewards]]. Additional temporary skill points boost is available from one-use [[#Skill Catalysts|Catalysts]] and higher quality [[Research_and_Development#Duty_officers|Duty Officers]]. |
===Level Curve=== |
===Level Curve=== |
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− | {| class="wikitable" |
+ | {| class="wikitable" style="font-size: small;" |
|- |
|- |
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! School Level !! Crafting Skill !! School XP Required !! Amount for Next Level |
! School Level !! Crafting Skill !! School XP Required !! Amount for Next Level |
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| Level 20 || 200 || 2,070,000 || |
| Level 20 || 200 || 2,070,000 || |
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|} |
|} |
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+ | |||
+ | === Skill Catalysts === |
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+ | There are certain items that allow you to increase your skill when crafting an item. This will increase the probability of a critical success outcome that will give [[{{PAGENAME}}#Critical_Outcome|better rewards]]. |
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+ | |||
+ | * {{iconlink|Catalyst 10 Skill Rating|42px|common||Research and Development#Skill Catalysts}} {{common|[Catalyst: +10 Skill Rating]}} |
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+ | * {{iconlink|Catalyst 25 Skill Rating|42px|uncommon||Research and Development#Skill Catalysts}} {{Uncommon|[Catalyst: +25 Skill Rating]}} |
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+ | * {{iconlink|Catalyst 50 Skill Rating|42px|rare||Research and Development#Skill Catalysts}} {{rare|[Catalyst: +50 Skill Rating]}} |
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==Crafting Items== |
==Crafting Items== |
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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". |
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". |
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− | Items require time to craft, ranging from seconds to up to 20 hours. The crafting school XP generated by each |
+ | Items require time to craft, ranging from seconds to up to 20 hours. The crafting school XP generated by each task varies depending on the duration. Tasks can be completed early for a cost in Dilithium. |
+ | === Critical Outcome === |
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− | ==Pre-Season 9.5 R&D System== |
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+ | When running [[Research and Development]] tasks, it is possible to achieve a Critical outcome for most of them. Here are the tasks with a possible Critical outcome, and the comparison of reward given in case of the non-Critical and Critical outcomes: |
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− | {{historical|type=section}} |
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+ | {|class="wikitable" |
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⚫ | Beginning with [[Season Three: Genesis]], a |
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+ | ! Task !! Description !! Non-Critical Outcome Rewards !! Critical Outcome Rewards |
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+ | |- |
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+ | | {{veryrare|Mk II}}-{{veryrare|Mk XII}} || Crafting any item at Mk II-XII<br/>that can be crafted below Mk XII || Crafted item will be of {{rare}} or lower rarity || Crafted item will be of {{veryrare}} rarity |
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+ | |- |
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+ | | {{ultrarare|Mk XII}} || Crafting any item that requires at least<br/>rank 15+ of its R&D School and<br/>can only be crafted at Mk XII || Crafted item will be of {{veryrare}} rarity || Crafted item will be of {{ultrarare}} rarity |
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+ | |- |
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+ | | [[Research and Development Components|Component]] || Crafting any component || 1 x component will be crafted || 3 x components will be crafted |
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+ | |- |
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+ | | [[Consumable]] || Crafting any consumable || 1 x batch of consumables will be crafted,<br/>amounting to ether 1 x {{rare}} or 5 x {{common}} of consumables || 2 x batches of consumables will be crafted,<br/>amounting to ether 2 x {{rare}} or 10 x {{common}} of consumables |
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+ | |- |
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+ | | [[Gear_Upgrade_System#Tech_Upgrade_Tokens|Tech Upgrade]] || Crafting any tech upgrade || 1 x tech upgrade will be crafted || 2 x tech upgrades will be crafted |
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+ | |- |
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+ | | [[Fleet Research Lab|Fleet Res. Lab]] || Completing any Daily Research Mission from [[Fleet Research Lab]] for bonus research XP for a chosen school || 5,000 research XP for the chosen school will be awarded || 7,500 research XP for the chosen school will be awarded. |
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+ | |- |
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+ | | [[Research_and_Development#Skill|Res. XP]] || Completing any "Research Project" for bonus research XP for a chosen school || 5,000 research XP for the chosen school will be awarded || 6,000 research XP for the chosen school will be awarded. |
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+ | |} |
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+ | |||
+ | ==== [[Research and Development Components|Components]] and [[Consumable]]s ==== |
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+ | While Critical outcome reward will be the same for all components (i.e. awarding 3 components instead of 1), its probability will be different. It will depend on the difficulty of the component crafting task. |
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+ | |||
+ | For all consumables both Critical outcome reward (awarding 2 batches of consumables instead of 1), and its probability is the same across all crafted consumables. The probability is also the same as for component crafting tasks with the difficulty of 50. |
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+ | |||
+ | There are 5 different difficulties when crafting components or consumables: |
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+ | {|class="wikitable" |
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+ | ! Task !! Difficulty !! Description !! Components |
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+ | |- |
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+ | | [[Research and Development Components|{{common|Component}}]] || 10 || |
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+ | * All {{common}} rarity components |
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+ | || {{rnditem|Component - Barrel Synchronizer}}{{rnditem|Component - Focusing Lens}}{{rnditem|Component - Industrial Replicator Supplies}}{{rnditem|Component - Lab Equipment}}{{rnditem|Component - Particle Field Generator}}{{rnditem|Component - Targeting Interface}} |
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+ | |- |
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+ | | [[Research and Development Components|{{uncommon|Component}}]]<br/>2 XP || 20 || |
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+ | * {{uncommon}} rarity components awarding<br/>2 XP per crafted component |
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+ | || {{rnditem|Component - Coolant Injector}}{{rnditem|Component - Electromagnetic Coupling}}{{rnditem|Component - Emitter Module}}{{rnditem|Component - Subprocessor Unit}} |
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+ | |- |
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+ | | [[Research and Development Components|{{uncommon|Component}}]]<br/>3 XP || 30 || |
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+ | * {{uncommon}} rarity components awarding<br/>3 XP per crafted component |
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+ | || {{rnditem|Component - EPS Conduit}}{{rnditem|Component - EPS Regulator}}{{rnditem|Component - IFF Beacon}}{{rnditem|Component - Plasma Capacitor}} |
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+ | |- |
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+ | | [[Research and Development Components|{{rare|Component}}]]<br/>4 XP || 40 || |
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+ | * {{rare}} rarity components awarding<br/>4 XP per crafted component |
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+ | || {{rnditem|Component - Firing Sequencer}}{{rnditem|Component - Micro Power Cell}}{{rnditem|Component - Pressurization Chamber}}{{rnditem|Component - Rerouting Lattice}} |
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+ | |- |
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+ | | [[Consumable]]<br/>[[Research and Development Components|{{rare|Comp.}}]]/[[Research and Development Components|{{veryrare|Comp.}}]]<br/>6/240/360 XP || 50 || |
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+ | * All crafted [[Consumable]]s |
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+ | * {{rare}} rarity components awarding<br/>6 XP per crafted component<br/> |
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+ | * All {{veryrare}} rarity components |
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+ | || See: [[Consumable]]s<br/><br/>{{rnditem|Component - Ejection System}}{{rnditem|Component - Handheld Calibration Control}}{{rnditem|Component - Plasma Compressor}}{{rnditem|Component - Power Surge Regulator}}{{rnditem|Component - Quantum Field Focus}}<br/><br/>{{rnditem|Component - Emitter Array}}{{rnditem|Component - Intermix Chamber}}{{rnditem|Component - Isolinear Circuitry}}{{rnditem|Component - Isolinear Chip}}{{rnditem|Component - Particle Alignment Matrix}}{{rnditem|Component - Signal Enhancement Module}}{{rnditem|Component - Warp Field Regulator}} |
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+ | |} |
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+ | |||
+ | ==== Critical Chances ==== |
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+ | The table below shows in-game probabilities in percent of obtaining a Critical outcome for all the possible R&D tasks and "current skill" combinations: |
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+ | |||
+ | [https://docs.google.com/spreadsheets/u/1/d/e/2PACX-1vRasBmfysStJnRqI3imZWggQJwyT3HAMHx5EbNqow8yIHH2s6ZN5Fj45BYXPKKlvm6etYyprwFx5e17/pubhtml STO Crafting Critical Chances Table] |
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+ | |||
+ | ==Accolades== |
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+ | * [[Accolade/General Accolade/Crafting|Research and Development General Accolades]] |
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==Notes== |
==Notes== |
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* Materials and components do not need to be in the player's 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. |
* Materials and components do not need to be in the player's 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. |
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+ | * Each crafting school has several [[Accolade|Accolades]] and [[Player title|Titles]] that are unlocked by progressing through different levels of that school. |
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⚫ | * The current crafting system introduced with [[Season 9]].5 is very different from its predecessor. Beginning with [[Season Three: Genesis]], a system involving [[schematic]]s was developed. These schematics could be researched with basic [[data sample]]s and were required ingredients for almost all items. Schematics came in 20 types (however, {{item|Schematic: Bat'leth}} was exclusive to [[KDF]] and {{item|Schematic: Lirpa}} was exclusive to Federation), for various personal equipment, starship weapons, or starship components. In addition to the common data samples, there were ten rare anomalies called particle traces. These particle traces were used to craft [[rarity|very rare]] items. |
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+ | |||
+ | ==External link== |
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+ | *[http://www.arcgames.com/en/forums/startrekonline/#/discussion/1174238/everything-you-need-to-know-about-r-d-crafting-and-upgrading Official STO forum - Everything you need to know about R&D Crafting and Upgrading] |
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+ | |||
+ | {{Equipment nav}} |
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[[Category:Glossary]] |
[[Category:Glossary]] |
Latest revision as of 22:19, 5 January 2024
- You may be looking for a list of craftable items with recipes.
Research and Development (R&D) is the crafting system of Star Trek Online. It uses R&D Materials to create R&D Components, both of which are in turn needed to craft various items, including "tech upgrade kits" that can be used to improve already existing items. The R&D system unlocks for all players once they reach level 15 with an automatically assigned mission “First Creation”.
Schools[ | ]
There are currently eight R&D schools plus two special schools without levels. Each normal school has 20 levels and offers a range of items to fabricate. An increasing R&D level improves the chance that the crafting of a high quality item of that school is successful. In addition, each school has a 20 hour Fleet Research Daily R&D task that provides the player with 5,000 crafting school XP.
- ↑ unlocked at R&D level 15; character needs to relog or change map for the trait to become available
Ingredients[ | ]
If you have the R&D Materials on hand, you can fabricate a wide range of Components and equipment for you and your ship.
Materials[ | ]
Materials are the basic ingredients for all R&D tasks. They are rewarded by scanning nodes, Duty Officer assignments, most PvE queue missions, as well as Research and Development Packs.
Research and Development Materials | |||||
---|---|---|---|---|---|
Common | Uncommon | Rare | Very Rare | Ultra Rare | |
Minerals | |||||
Gases | |||||
Particle | |||||
Technology |
Components[ | ]
Components are non-equipable items that are fabricated from materials. They solely serve as further ingredients for certain R&D tasks.
Research and Development Components | ||||||||
---|---|---|---|---|---|---|---|---|
School | Common | Uncommon | Rare | Very Rare | ||||
Beams | ||||||||
Cannons | ||||||||
Engineering | ||||||||
Ground Weapons | ||||||||
Kits and Modules | ||||||||
Projectiles | ||||||||
Science | ||||||||
Shields |
Duty officers[ | ]
In addition to materials and components, crafting an item will also require a duty officer. Quality of slotted duty officer will increase the total crafting skill that improves the chance of getting better quality item or it provides bonus components.
- Common duty officer adds +0 Crafting Skill
- Uncommon duty officer adds +5 Crafting Skill
- Rare duty officer adds +15 Crafting Skill
- Very Rare duty officer adds +30 Crafting Skill
- Ultra Rare duty officer adds an unspecified amount of Crafting Skill ("Current Skill" added is shown as 0 - same as for Common quality duty officers, however success chance probabilities match those when using Very Rare officers, implying +30)
Crafting skill can be further improved by Skill Catalysts and leveling up skill level of the relevant school. Higher crafting skill results in higher probability of a critical success outcome that will give better rewards.
- Non-special items:
Regular or non-special items need duty officers with the appropriate specialization before crafting can commence. A Duty officer's R&D school specialization (if available) is not important when crafting these regular items. The tables below show which specialization is needed for which type of item.
- Special items
To craft a level 15 special item, a duty officer will need to have an R&D school specialization which corresponds to the school department it can be found in, except for Aegis items which require "Aegis R&D specialist". Specializations listed in the table above do not matter for special items, only their R&D school is important.
Some sources of duty officers with R&D school specializations: Fleet system - Krenim duty officers from Fleet Research Lab (random R&D School), and 23rd Century Duty Officers from Fleet Station K-13 (specific R&D school). Lock Box packs - [Xindi Duty Officer (Duty Officer)], [Kobali Engineering Corps Veterans], [Krenim Temporal Specialist (Duty Officer)]. Duty officer assignment - "Request r&d assistance".
- See more:
Task Slots[ | ]
To start a task, the captain must have an empty task slot. Each captain has from 1 to 6 task slots that they obtain for completing the following goals, in any order:
- 1 is unlocked with the R&D System by reaching captain level 15
- 1 is unlocked by raising any school to Level 2
- 1 is unlocked by raising any school to Level 4
- 1 is unlocked by raising at least three schools to Level 5
- 1 is unlocked by raising any school to Level 15
- 1 is unlocked by purchasing a slot from Fleet Research Lab that has Tier III Research unlocked
Skill[ | ]
The crafting system is skill based; you gain permanent skill points by leveling a school. As your skill level increases you gain access to more items and have a higher chance to achieve a critical success outcome that gives better rewards. Additional temporary skill points boost is available from one-use Catalysts and higher quality Duty Officers.
Level Curve[ | ]
School Level | Crafting Skill | School XP Required | Amount for Next Level |
---|---|---|---|
Level 0 | 0 | 0 | 30 |
Level 1 | 10 | 30 | 230 |
Level 2 | 20 | 260 | 9740 |
Level 3 | 30 | 10,000 | 20000 |
Level 4 | 40 | 30,000 | 18000 |
Level 5 | 50 | 48,000 | 20400 |
Level 6 | 60 | 68,400 | 25200 |
Level 7 | 70 | 93,600 | 27000 |
Level 8 | 80 | 120,600 | 28800 |
Level 9 | 90 | 149,400 | 30600 |
Level 10 | 100 | 180,000 | 72000 |
Level 11 | 110 | 252,000 | 81000 |
Level 12 | 120 | 333,000 | 90000 |
Level 13 | 130 | 423,000 | 99000 |
Level 14 | 140 | 522,000 | 108000 |
Level 15 | 150 | 630,000 | 252000 |
Level 16 | 160 | 882,000 | 270000 |
Level 17 | 170 | 1,152,000 | 288000 |
Level 18 | 180 | 1,440,000 | 306000 |
Level 19 | 190 | 1,746,000 | 324000 |
Level 20 | 200 | 2,070,000 |
Skill Catalysts[ | ]
There are certain items that allow you to increase your skill when crafting an item. This will increase the probability of a critical success outcome that will give better rewards.
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 task varies depending on the duration. Tasks can be completed early for a cost in Dilithium.
Critical Outcome[ | ]
When running Research and Development tasks, it is possible to achieve a Critical outcome for most of them. Here are the tasks with a possible Critical outcome, and the comparison of reward given in case of the non-Critical and Critical outcomes:
Task | Description | Non-Critical Outcome Rewards | Critical Outcome Rewards |
---|---|---|---|
Mk II-Mk XII | Crafting any item at Mk II-XII that can be crafted below Mk XII |
Crafted item will be of Rare or lower rarity | Crafted item will be of Very Rare rarity |
Mk XII | Crafting any item that requires at least rank 15+ of its R&D School and can only be crafted at Mk XII |
Crafted item will be of Very Rare rarity | Crafted item will be of Ultra Rare rarity |
Component | Crafting any component | 1 x component will be crafted | 3 x components will be crafted |
Consumable | Crafting any consumable | 1 x batch of consumables will be crafted, amounting to ether 1 x Rare or 5 x Common of consumables |
2 x batches of consumables will be crafted, amounting to ether 2 x Rare or 10 x Common of consumables |
Tech Upgrade | Crafting any tech upgrade | 1 x tech upgrade will be crafted | 2 x tech upgrades will be crafted |
Fleet Res. Lab | Completing any Daily Research Mission from Fleet Research Lab for bonus research XP for a chosen school | 5,000 research XP for the chosen school will be awarded | 7,500 research XP for the chosen school will be awarded. |
Res. XP | Completing any "Research Project" for bonus research XP for a chosen school | 5,000 research XP for the chosen school will be awarded | 6,000 research XP for the chosen school will be awarded. |
Components and Consumables[ | ]
While Critical outcome reward will be the same for all components (i.e. awarding 3 components instead of 1), its probability will be different. It will depend on the difficulty of the component crafting task.
For all consumables both Critical outcome reward (awarding 2 batches of consumables instead of 1), and its probability is the same across all crafted consumables. The probability is also the same as for component crafting tasks with the difficulty of 50.
There are 5 different difficulties when crafting components or consumables:
Task | Difficulty | Description | Components |
---|---|---|---|
Component | 10 |
|
|
Component 2 XP |
20 |
|
|
Component 3 XP |
30 |
|
|
Component 4 XP |
40 |
|
|
Consumable Comp./Comp. 6/240/360 XP |
50 |
|
See: Consumables |
Critical Chances[ | ]
The table below shows in-game probabilities in percent of obtaining a Critical outcome for all the possible R&D tasks and "current skill" combinations:
STO Crafting Critical Chances Table
Accolades[ | ]
Notes[ | ]
- Materials and components do not need to be in the player's 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.
- Each crafting school has several Accolades and Titles that are unlocked by progressing through different levels of that school.
- The current crafting system introduced with Season 9.5 is very different from its predecessor. Beginning with Season Three: Genesis, a system involving schematics was developed. These schematics could be researched with basic data samples and were required ingredients for almost all items. Schematics came in 20 types (however, [Schematic: Bat'leth] was exclusive to KDF and [Schematic: Lirpa] was exclusive to Federation), for various personal equipment, starship weapons, or starship components. In addition to the common data samples, there were ten rare anomalies called particle traces. These particle traces were used to craft very rare items.