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Revision as of 09:47, 23 July 2014
- 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 need to craft items.
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.
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.
Ingredients
If you have the materials on hand, you can fabricate a wide range of components and equipment for you and your ship.
Materials
Research and Development Materials | |||||
---|---|---|---|---|---|
Common | Uncommon | Rare | Very Rare | Ultra Rare | |
Minerals | |||||
Gases | |||||
Particle | |||||
Technology |
Components
Research and Development Components | ||||||||
---|---|---|---|---|---|---|---|---|
School | Common | Uncommon | Rare | Very Rare | ||||
Beams | ||||||||
Cannons | ||||||||
Engineering | ||||||||
Ground Weapons | ||||||||
Kits and Modules | ||||||||
Projectiles | ||||||||
Science | ||||||||
Shields |
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.
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 |
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.
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.