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Modifier

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Modifiers are found on a variety of Uncommon, Rare, Very Rare, Ultra Rare, and Epic items, such as weapons, armor, engines, deflectors, and shields. The greater the rarity, the more modifiers (uncommon 1 mod, rare 2 mods, very rare 3 mods, ultra rare 4 mods and epic 5 mods). The same modifiers may appear multiple times (e.g. [Acc]x2, [Cap]x3, etc.).

Existing modifiers on items can be re-rolled through re-engineering.

The modifiers that exist on each type of item are given below:

Ship Beams [CrtD] [CrtH] [Acc] [Dmg] [Snare] [Thrust] [Pen] [Over] [Arc]
Ship Cannons [CrtD] [CrtH] [Acc] [Dmg] [Snare] [Thrust] [Pen] [Rapid] [CrtX] [Arc]
Ship Torpedos [CrtD] [CrtH] [Acc] [Dmg] [Snare] [Thrust] [Pen] [Spr] [Arc]
Ship Mines [CrtD] [CrtH] [Dmg] [Snare] [Thrust] [Pen]

Below is a list of modifiers and their description:

Modifier Name Description
[AMP] Damage Buff Plus +3.3% all damage for each sub system over 75
[Acc] Extra Accuracy +10% Accuracy
[Arc] Wider Firing Arc +90° Firing Arc on torpedoes and wide arc cannons, +110° Firing Arc on single beams, +360° Firing Arc on omni-directional beams
[CrtD] Critical Damage +20% Critical Severity
[CrtH] Critical Hit +2% Critical Chance
[CrtX] Critical Boost +2% Critical Chance and +10% Critical Severity
[Dmg] Extra Damage +X Damage
[Eff] Efficiency Starship Warp Core Efficiency (Improves Power Levels when Low)
[Over] Beam Overload 2.5% Chance: Upgrades your next beam attack. Deals massive Energy Damage. (beam weapons only)
[Pen] Ignore Armor Rating All attacks with this weapon ignore 10 Armor Rating
[Rapid] Cannon: Rapid Fire 2.5% chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds. (cannon/turret weapons only)
[Snare] Weapon Debuff To Foe: -5% Speed and Turn Rate on Hit.
[Spr] Torpedo Spread 7.5% chance: Upgrades your next torpedo attack. Uses multiple torpedoes to attack an area of space.
[SSR] SlipStream Recharge 50% recharge time reduction to Slipstream Drive
[SSS] SlipStream Speed +0.1 SlipStream Speed Bonus
[SST] SlipStream Turn +100% Turn Rate while in SlipStream
[Trans] Transwarp 50% Reduced Cooldown on Transwarp
[Thrust] Thrusters +5% Speed and Turn Rate when firing.
[Turret] Turrets and Drones Improves all ground turret and drones damage and sometimes shields and/or Hit Points of the Turret or Drone.

Ground equipment modifiers[edit | edit source]

Kit frame modifiers[edit source]

Kit frames have additional modifiers that boost various skills. Both Common and Uncommon kits have one modifier; each quality improvement after that adds one modifier. The amount the skill granted by each modifier at a given Mk level is the same whether the kit is Uncommon, Rare, Very Rare, Ultra Rare, or Epic, though Common-quality kits have reduced stats. It is possible for a kit to have the same modifier at most twice, though some legacy kits can have [KPerf]x3. The following are examples of kit modifiers:

Modifier Effect
[Armor] +X Armor Expert
[HP] +X Endurance Training
[KCD] +X Kit Readiness
[KPerf] +X Kit Performance
[PSG] +X Personal Shields Expert
[PSGRes] +X Personal Shield Harness
[Regen] +X Health Regen
[Will] +X Willpower
[WpnCrit] +X Weapon Criticals
[WpnDmg] +X Weapon Proficiency
[WpnPen] +X Weapon Penetration
Special Kits only (Fleet, Crafted/Upgraded, Reputation)
[Undine] +10% All Damage vs. Undine
Delta Expedition Kits
[CrtD] +X Critical Severity
[CrtH] +X Critical Chance
[CrtX] +X/2 Critical Severity
+X/2 Critical Chance
Terran Empire Kits
[CtlDur] +20% Duration of Confuse, Disable, Hold, Placate, Root, and Run Speed Debuffs from Kit Modules (Mirror Invasion Kits)
Xindi Kits
[ExpDmg] +X×10% Increased Exploit Damage
[ExpDur] +X sec Expose Duration
[ExpHit] +X×5% Chance to Expose
Fluidic Kits
[PsiBuff] Psionic Howl[psi 1] enhancement
[PsiDmg] Psionic Emissions[psi 2] enhancement
[PsiDot] Psionic Consumption[psi 3] enhancement
Herald Kits
[+Pha] [+Dis] [+Pla] [+Tet] [+Pol] [+Ap] +20% Phaser / Disruptor / Plasma / Tetryon / Polaron / Antiproton Weapon Damage (Herald Kits)
Fleet Versatile Kit Frames
[BattleStr] Engineering and Science Kits: Grants access to Battle Strategies / Motion Accelerator
[MotionAcc]
[SonicP] Engineering and Tactical Kits: Grants access to Sonic Pulse / Vascular Regenerator
[VascReg]
[ShRecharge] Science and Tactical Kits: Grants access to Shield Recharge / Weapons Malfunction
[WpnMalf]
All Epic Kits
[Kp/Wpn] +X Kit Performance
+X Weapon Proficiency
X values per Mark level of item
Mark Common[1] Uncommon+[2] [CrtD][3] [CrtH][4] [Exp*][5]
Mk II 4.5 7.5 5% 1.2% 0.75
Mk III 5.6 9.4 6.2?% 1.6?% 0.94?
Mk IV 6.8 11.2 7.5% 1.9% 1.12
Mk V 7.9 13.1 8.8?% 2.2?% 1.31?
Mk VI 9 15 10?% 2.5% 1.5
Mk VII 10.1 16.9 11.2?% 2.8?% 1.7?
Mk VIII 11.2 18.8 12.5% 3.1% 1.9
Mk IX 12.4 20.6 13.8% 3.4% 2.06
Mk X 13.5 22.5 15% 3.8?% 2.25
Mk XI 14.6 24.4 16.2% 4.1% 2.44
Mk XII 15.8 26.2 17.5% 4.4% 2.62
Mk XIII 16.9 28.1 18.8% 4.7% 2.81?
Mk XIV 18? 30 20% 5% 3
  1. Common scaling: (Mk + 2) * 1.125%
  2. Uncommon and higher standard scaling: (Mk + 2) * 1.875%.
    This scaling is used for [Armor], [ExpDmg], ½[ExpHit], [HP], [KCD], [KPerf], [Kp/Wpn], [PSG], [PSGRes], [Regen], [Will], [WpnCrit], and [WpnDmg].
  3. Critical Severity scaling: (Mk + 2) * 1.25%
    This scaling is used for [CrtD] and ½[CrtX].
  4. Critical Chance scaling: (Mk + 2) * 0.3125%
    This scaling is used for [CrtH] and ½[CrtX].
  5. Duration scaling: (Mk + 2) * 0.1875 seconds
    This scaling is used for [ExpDur], [ExpDmg] (10 times the value), and [ExpHit] (5 times the value).

  1. Psionic Howl: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to all enemies within 15m of target Friend (or Self).
  2. Psionic Emissions: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to Foe.
  3. Psionic Consumption: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to Foe every second for 10 seconds..


Body armor modifiers[edit source]

Uncommon, Rare, Very Rare, Ultra Rare, and Epic Body Armor gains additional modifiers. Only one of each may appear at a time. Below is a list of personal armor modifiers.

Modifier Effect
[HP] +H Maximum Hit Points
[HPP] Gives a 5% chance to Heal +P Hit Points when receiving damage for 5 minutes.
[RegHP] +R Health Regeneration
[RegSH] +S Shield Regeneration every 4 sec
[PhaDis] +X Phaser and Disruptor Damage Resistance Rating
[PlaTet] +X Tetryon and Plasma Damage Resistance Rating
[PolAp] +X Polaron and Antiproton Damage Resistance Rating
[Pha] +X×1.5 Phaser Damage Resistance Rating
[Dis] +X×1.5 Disruptor Damage Resistance Rating
[Pla] +X×1.5 Plasma Damage Resistance Rating
[Tet] +X×1.5 Tetryon Damage Resistance Rating
[Pol] +X×1.5 Polaron Damage Resistance Rating
[Ap] +X×1.5 Antiproton Damage Resistance Rating
[Phys] +X×3 Physical and Kinetic Damage Resistance Rating
Special armor only (Fleet, Reputation, etc.)
[ResAll] +X All Damage Resistance Rating
Advanced and Elite Fleet Armor only.
[CrtD] +40% Critical Severity
Advanced Fleet Recoil Compensating Armor only, doubling the innate stat.
Also found on [Kentari Fortified Combat Armor [PhysD]].
[CrtH] +5% Critical Chance
Advanced Fleet Integrated Targeting Armor only, doubling the innate stat.
[Ene] +5% Energy Damage
Advanced Fleet Energy Harness Armor only, doubling the innate stat.
[PhysD] +10% Physical Damage (Melee Only)
Advanced Fleet Physical Augmentation Armor only, doubling the innate stat.
Also found on [Jem'Hadar Armor [PhysD]].
[Nanite] Grant Medical Nanite Generator - Scan
If the wearer is below 50% Health he or she receives:
+___ Hit Points
Removes all expose effects.

Elite Fleet Polyalloy Weave and Energy Dampening Armor only.

[Dire] [1] Life Support Energy Diversion

Damage is Enhanced by Current Health

  • +__% Bonus All Damage
(Decreases with Health Loss, Minimum 5%)

Found on Elite Fleet Colony Energy Dampening and Polyalloy Weave Armor.

[Ener] +X×2.5 Kinetic Damage Resistance Rating
+X×2.5 Energy Damage Resistance Rating
Found on Elite Fleet Colony Energy Dampening Armor.
[Physr] +X×5 Physical Damage Resistance Rating
+X×5 Kinetic Damage Resistance Rating
+X×2 Energy Damage Resistance Rating
Found on Elite Fleet Colony Polyalloy Weave Armor.
[Mob] +X×5 Root and Knockback Resistance Rating [2]
[Tox] +X×3 Toxic Damage Resistance Rating [2]
Epic Body Armor
[HP/Res] +H Maximum Hit Points
+X All Damage Resistance Rating
This is the default Epic modifier for Body Armor.
The others must be obtained by re-engineering your Armor.
[RegenHP/HP] +R Health Regeneration
+H Maximum Hit Points
[RegenHP/Res] +R Health Regeneration
+X All Damage Resistance Rating
[ResA/HP] +X×1.5 Phaser Damage Resistance Rating
+X×1.5 Tetryon Damage Resistance Rating
+X×1.5 Polaron Damage Resistance Rating
+H Maximum Hit Points
[ResA/RegenHP] +X×1.5 Phaser Damage Resistance Rating
+X×1.5 Tetryon Damage Resistance Rating
+X×1.5 Polaron Damage Resistance Rating
+R Health Regeneration
[ResB/HP] +X×1.5 Disruptor Damage Resistance Rating
+X×1.5 Plasma Damage Resistance Rating
+X×1.5 Antiproton Damage Resistance Rating
+H Maximum Hit Points
[ResB/RegenHP] +X×1.5 Disruptor Damage Resistance Rating
+X×1.5 Plasma Damage Resistance Rating
+X×1.5 Antiproton Damage Resistance Rating
+R Health Regeneration
Mark level of item X H
[HP]
[HP/Res]
P
[HPP]
R
[RegHP]
S
[RegSH]
Mk I 1.3 22.05 19.8 0.18 3.4
Mk II 1.7 24.6 22.1 0.2 3.85
Mk III 2.1 27.15 24.4 0.22 4.3
Mk IV 2.6 29.7 26.7 0.23 4.75
Mk V 3 32.25 29 0.25 5.2
Mk VI 3.4 34.8 31.3 0.27 5.65
Mk VII 3.8 37.35 33.6 0.28 6.1
Mk VIII 4.2 39.9 35.9 0.3 6.55
Mk IX 4.6 42.45 38.2 0.32 7
Mk X 5 45 40.5 0.33 7.45
Mk XI 5.4 47.55 42.8 0.35 7.9
Mk XII 5.8 50.1 45.1 0.37 8.35
Mk XIII 7 60 49.5 0.4 9.25
Mk XIV 8 77.5 58.5 0.47 11.05

Note: Values round in-game.

X is approximately 1+0.4*Mk
H seems to be 19.5+2.55*Mk
P seems to be 17.5+2.3*Mk
R seems to be 0.1(6)+0.01(6)*Mk
S is approximately 2.95+0.45*Mk
  1. [Dire] scaling is as follows:
    • Bonus All Damage scales linearly at 5 + 0.15% Bonus All Damage per 1% of Health above one third of max health. Thus:
    • From 0 to 33.33% Health, it gives +5% Bonus All Damage
    • At 50% Health, it gives 5 + (0.15 * 16.66)% = 5 + 2.5% = 7.5% Bonus All Damage
    • At 100% Health, it gives 5 + (0.15 * 66.66)% = 5 + 10% = +15% Bonus All Damage.
  2. 2.0 2.1 These mods, normally only found on Environmental Suits, can only be found on:


Environmental suit modifiers[edit source]

Like armor, Uncommon, Rare, Very Rare, Ultra Rare, and Epic Environmental Suits gain additional modifiers. Only one of each may appear at a time. Below is a list of EV suit modifiers.

Modifier Effect
[CrtD] +40% Critical Severity
[CrtH] +5% Critical Chance
[Ene] +5% Energy Damage
[PhysD] +10% Physical Damage (Melee Only)
[HP] +H Maximum Hit Points
[HPP] Gives a 5% chance to Heal +P Hit Points when receiving damage for 5 minutes.
[RegHP] +R Health Regeneration
[RegSH] +S Shield Regeneration every 4 sec
[Tox] +X Toxic Damage Resistance Rating
[Phys] +X Physical and Kinetic Damage Resistance Rating
[RadTox] +X×1/2 Radiation and Toxic Damage Resistance Rating
[Temp] +X×1/3 Cold and Fire Damage Resistance Rating
[ResEn] +X×1/3 Energy Damage Resistance Rating
[Mob] +M Root and Knockback Resistance Rating
Special EV suits only (Reputation, etc.)
[Env] +B Energy, Radiation, and Toxic Damage Resistance Rating
+B×5/12 Cold and Fire Damage Resistance Rating
Epic
[HP/Res] +H Maximum Hit Points
+X×1/3 All Damage Resistance Rating
Mark level of item B
Base
X H
[HP]
[HP/Res]
M
[Mob]
P
[HPP]
R
[RegHP]
S
[RegSH]
Mk X 30 15 45 25 40.5 0.33 7.5
Mk XI 32.4 16.3 47.6 27 42.8 0.35 8
Mk XII 34.9 17.4 50.1 29.1 45.1 0.37 8.4
Mk XIII 42 21 60 35 49.5 0.4 9.3
Mk XIV 48 24 77.5 40 58.5 0.47 11
X = B×1/2
M = B×5/6


Personal shield modifiers[edit source]

Uncommon, Rare, Very Rare, Ultra Rare, and Epic Personal Shields gains additional modifiers. The following are examples of shield modifiers:

Modifier Effect
[Cap] Increases Maximum Shield Capacity by 10%.
[Reg] Regenerates Y Shield Capacity every 2 seconds.
[Rev] Chance to damage the attacker when you take damage. The stronger the attack, the more powerful the retaliation.
[Ene] Chance to provide a 10% Energy Damage Buff for 4 sec when you take damage.
[PBDmg] Chance to deal 15 [1] damage to all nearby foes when you take damage.
[PBKB] Chance to knock down nearby foes when you take damage.
[Pha] Reduces Phaser Damage to Shields by 20%
[Dis] Reduces Disruptor Damage to Shields by 20%
[Pla] Reduces Plasma Damage to Shields by 20%
[Tet] Reduces Tetryon Damage to Shields by 20%
[Pol] Reduces Polaron Damage to Shields by 20%
[Ap] Reduces Antiproton Damage to Shields by 20%
Special shields only (Fleet, Reputation, DOff assignment rewards, etc.)
[Mob]
[2]
+X×5 Root and Knockback Resistance Rating
[RegHp]
[3]
+R Health Regeneration
[Resx2]
[4]
Reduces All Energy Damage to Shields by 10%.
Fleet Personal Shields
[Adapt] When your shields are hit, Adaptive Shielding has a chance to activate, increasing your Shields' resistance to the incoming damage type for a short time. Adaptive shields stack up to 10 times, and can resist several damage types at once.
Elite Fleet Adaptive Personal Shields only.
[ShldCrit]
[5]
+__% Critical Severity (Based on Shield %)
+__% Critical Chance (Based on Shield %)
Elite Fleet Colony Personal Shields only.
[RegSH] +S Shield Regeneration every 1 sec
[ResA] Reduces Phaser, Polaron and Tetryon Damage to Shields by 15%
[ResB] Reduces Disruptor, Plasma and Antiproton Damage to Shields by 15%
[ReAll] Reduces Disruptor, Plasma, Antiproton, Phaser, Polaron, and Tetryon Damage to Shields by 7.5%
Elite Fleet Colony Personal Shields only.
Epic Personal Shields
[Cap2] Increases Maximum Shield Capacity by 20%.
This is the default Epic modifier for Personal Shields.
The others must be obtained by re-engineering your Shield.
[ResA] Reduces Phaser Damage to Shields by 15%
Reduces Polaron Damage to Shields by 15%
Reduces Tetryon Damage to Shields by 15%
Same as the [ResA] mod found on Advanced and Elite Fleet Personal Shields from the Fleet Starbase and Fleet Colony World. Those shields may thus obtain [ResA]x2.
[ResB] Reduces Disruptor Damage to Shields by 15%
Reduces Plasma Damage to Shields by 15%
Reduces Antiproton Damage to Shields by 15%
Same as the [ResB] mod found on Advanced and Elite Fleet Personal Shields from the Fleet Starbase and Fleet Colony World. Those shields may thus obtain [ResB]x2.
[ReAll] Reduces Disruptor Damage to Shields by 7.5%
Reduces Plasma Damage to Shields by 7.5%
Reduces Antiproton Damage to Shields by 7.5%
Reduces Phaser Damage to Shields by 7.5%
Reduces Polaron Damage to Shields by 7.5%
Reduces Tetryon Damage to Shields by 7.5%
Same as the [ReAll] mod found on Elite Fleet Colony Personal Shields. Those shields may thus obtain [ReAll]x2.
Mark level of item X Y R
[RegHp]
S
[RegSH]
Mk I 1.3 2.3 0.18  
Mk II 1.7 2.6 0.2  
Mk III 2.1 2.9 0.22  
Mk IV 2.6 3.2 0.23  
Mk V 3 3.5 0.25  
Mk VI 3.4 3.8 0.27  
Mk VII 3.8 4.1 0.28  
Mk VIII 4.2 4.4 0.3  
Mk IX 4.6 4.7 0.32  
Mk X 5 5 0.33  
Mk XI 5.4 5.3 0.35  
Mk XII 5.8 5.6 0.37 0.22
Mk XIII 7 6.2 0.4 0.25
Mk XIV 8 7.3 0.47 0.29

Note: Values round in-game.

X is approximately 1+0.4*Mk
Y is approximately 2+0.3*Mk
R seems to be 0.1(6)+0.01(6)*Mk

Modifier notes:

  1. [PBDmg]'s base 15 damage does not scale with Mark level, but will scale with things that boost All Damage, such as the trait Aggressive.
  2. [Mob] can be found on:
  3. [RegHp] can be found on:
  4. [Resx2] can be found on:
  5. [ShldCrit] scaling is as follows:
    • CrtD scales linearly at 0.15% Critical Severity per 1% of Shield Capacity percentage, for a maximum of +15% Critical Severity at maximum shield capacity.
    • CrtH also scales linearly, at 0.025% Critical Chance per 1% of Shield Capacity percentage, or one sixth that of the CrtD, for a maximum +2.5% Critical Chance at maximum shield capacity.


Ground weapon modifiers[edit source]

Uncommon, Rare, Very Rare, Ultra Rare, and Epic Ground Weapons gains additional modifiers. The following are examples of weapon modifiers:

Modifier Effect
[CrtD] +20% Critical Severity
[CrtH] +2% Critical Chance
[Dmg] +3% Final Damage Multiplier
[DoT1] 2.5% Chance: 4.9 [1] Physical Damage per second for 15 seconds
Mk 0-III ranged weapons
[DoT2] 2.5% Chance: 4.9 [1] Radiation Damage per second for 15 seconds
Mk IV-VII ranged weapons
[DoT3] 2.5% Chance: 5 [1] Radiation Damage per second in a 10' radius
Mk VIII-XIV ranged weapons
[KB1] 2.5% Chance: Knocks back +5 meters
Mk 0-III ranged weapons
[KB2] 5% Chance: Knocks back +10 meters
Mk IV-VII ranged weapons
[KB3] 5% Chance: Knock the target back meters
2.5% Chance: Knocks back all foes +5 meters in an 8 meter radius
Mk VIII-XIV ranged weapons
Special ground weapons only (Fleet, Reputation, etc.)
[Borg] 10% Additional Damage vs Borg (dealt as Kinetic Damage)
Found on Task Force Omega Equipment Requisition weapons.
[CrtX] +10% Critical Severity
+2% Critical Chance
Found on assorted non-standard weapons, such as Fleet weapons.
[Psi] +5 [2] Psionic Damage (does not affect non-living targets)
Found on the Lirpa reward from “Hearts and Minds”.
[Run] Increases run speed by 15%
Crafted ground weapons only.
[RT3] 15% chance: Immobilize for 4 seconds.
Currently only found on the crafted [Boolean Heavy Assault Cannon [RT3]], and integrated into the [Omega Force Antiproton Autocarbine]
[ShPen] 25% Shield Penetration
Currently only found on the crafted [TR-116B Rifle - Sniper Rifle].
[Sonic] 7.5 [2] Sonic (Physical) Damage vs. Tholians
Found on Nukara Strikeforce Equipment Requisition weapons.
[Stn] 5% chance: Stun for 2 seconds (half duration vs player)
Found on the Lirpa reward from “Hearts and Minds”.
[SHeal] 5% chance: Restores 12.5 [3] Shields every second for 10 seconds on a successful attack.
Federation Elite Fleet Phaser ground weapons.
[SDisrupt] 15% chance: Vaporizes targets that are low on health.
Klingon Empire Elite Fleet Disruptor ground weapons.
Epic
[Dm/CrH] +3(?)% Final Damage Multiplier
+2% Critical Chance
  1. 1.0 1.1 1.2 The base damage does not scale with Mark level, but will scale with things that boost All Damage, such as the trait Aggressive.
  2. 2.0 2.1 This damage does not appear to scale or be affected by anything.
  3. This amount is affected by other things; sources are under investigation.



Space equipment modifiers[edit | edit source]

Deflector Dish modifiers[edit source]

Deflector Dishes may have additional modifiers that boost various skills. The amount the skill is boosted at a given Mk level is equal to half the amount a deflector's innate skills get at that Mk level. It is possible for a Deflector to have the same modifier more than once. Below are examples of Deflector modifiers.

Uncommon deflectors will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. All Epic Deflectors have [Sh/HullCap] as their default fifth modifier, though this can be re-engineered into a different modifier. The [CtrlX] modifier seems to have the highest chance of appearing multiple times on a given deflector.

Modifier Effect Modifier Effect
[CtrlX] +X Starship Control Expertise [DrainX]
[mods 1]
+X Starship Drain Expertise
[EPG] +X Starship Exotic Particle Generator [HullCap] +X Starship Hull Capacity
[ShCap] +X Starship Shield Capacity [ShdHeal]
[mods 2]
+X Starship Shield Restoration
Crafted Deflectors only
[CdrD] Reduces cooldown of Exotic Damage Science skills by 10%. [CdrS] Reduces cooldown of Support Science skills by 10%.
Fleet Deflector Arrays only [mods 3]
[ColCrit] [mods 4] +__ Critical Severity (Based on Hull %)
+__ Critical Chance (Based on Hull %)
[EPS] +X Starship Electro-Plasma System Flow
[WepAcc] +X Starship Weapon Accuracy [DefMan] +X Starship Defensive Maneuvering
Special Deflectors only (Fleet, Mission, Reputation)
[AuxPwr] +2 Auxiliary Power    
[HullHeal] +X Starship Hull Restoration [HullRegen] +X Starship Damage Control
[SciCD] +50 Scientific Readiness [Stealth] +X Starship Stealth
Epic Deflectors
14 options: two of the six standard modifiers combined.
[Sh/HullCap] +X Starship Shield Capacity
+X Starship Hull Capacity
This is the default Epic modifier for Deflectors.
The others must be obtained by re-engineering your Deflector.
[ShdHeal/DrainX] +X Starship Shield Restoration
+X Starship Drain Expertise
[CtrlX/EPG] +X Starship Control Expertise
+X Starship Exotic Particle Generator
[ShCap/EPG] +X Starship Shield Capacity
+X Starship Exotic Particle Generator
[CtrlX/DrainX] +X Starship Control Expertise
+X Starship Drain Expertise
[ShCap/DrainX] +X Starship Shield Capacity
+X Starship Drain Expertise
[CtrlX/ShdHeal] +X Starship Control Expertise
+X Starship Shield Restoration
[ShCap/ShdHeal] +X Starship Shield Capacity
+X Starship Shield Restoration
[CtrlX/HullCap] +X Starship Control Expertise
+X Starship Hull Capacity
[ShCap/HullCap] +X Starship Shield Capacity
+X Starship Hull Capacity
[EPG/ShdHeal] +X Starship Exotic Particle Generator
+X Starship Shield Restoration
[HullCap/ShdHeal] +X Starship Hull Capacity
+X Starship Shield Restoration
[EPG/HullCap] +X Starship Exotic Particle Generator
+X Starship Hull Capacity
[HullCap/DrainX] +X Starship Hull Capacity
+X Starship Drain Expertise
Removed modifiers [mods 5][mods 6]
[PvP Dmg] 3 Bonus Damage vs. other players. [PvP Res] 8 Bonus Resistance Rating vs. other players.
Mark level of item X[1]
Mk I 1.9
Mk II 2.5
Mk III 3.1
Mk IV 3.8
Mk V 4.4
Mk VI 5
Mk VII 5.6
Mk VIII 6.3
Mk IX 6.9
Mk X 7.5
Mk XI 8.1
Mk XII 8.8
Mk XIII 9.4
Mk XIV 10
  1. X = (Mk + 2) * 0.625, rounded


  1. The drain resistance part of the [DrainX] mod was known as [Ins] during a previous skill system—standing for Starship Power Insulators—until Power Insulators was rolled into it. For a time after, [Ins] still appeared but erroneously gave Control Expertise; any old items with this problem were converted to correctly give Drain Expertise instead. It still appears on some Deflectors, and [Ins] is now aliased to [DrainX] on the exchange to ensure those searching for the old mod can find the new one.
  2. The [ShdHeal] mod was known as [Em] during the old skill system—standing for Starship Shield Emitters—and for some time after. It still appears on some Deflectors, and [Em] is now aliased to [ShdHeal] on the exchange to ensure those searching for the old mod can find the new one.
  3. Sometimes these stats are integrated into other special deflectors, including Elite Fleet Deflectors themselves.
  4. [ColCrit] scaling is as follows:
    • CrtH scales linearly at 0.04% Critical Chance per 1% of Hull HP, for a maximum +4% Critical Chance at 100% Hull HP.
    • CrtD scales linearly at 5 + 0.15% Critical Severity per 1% of Hull HP above one third of max hull. Thus:
    • From 0 to 33.33% Hull, it gives +5% Critical Severity
    • At 50% Hull, it gives 5 + (0.15 * 16.66)% = 5 + 2.5% = 7.5% Critical Severity
    • At 100% Hull, it gives 5 + (0.15 * 66.66)% = 5 + 10% = +15% Critical Severity.
  5. "It is no longer possible for crafted Deflectors ... to gain the [PvP Res] and [PvP Dmg] attachments. "
  6. "Resolved an issue that was allowing [PvP Res] and [PvP Dmg] mods to still appear on crafted Deflector Dishes."

The sum between X modifier value and the same basic deflector stat will be also rounded. For example, a [Neutrino Deflector Array Mk V [CtrlX]] will display +13 Starship Control Expertise instead of +13.2.

Secondary Deflector modifiers[edit source]

Like standard Deflectors, Uncommon, Rare, Ultra Rare, and Epic Secondary Deflectors gain additional modifiers, however these items also gain a single special enhancement at Very Rare rarity. All Epic Deflectors have [EPG/ShdHeal] as their default fifth modifier, though this can be re-engineered into a different modifier. The amount the skill is boosted at a given Mk level seems to be about 14/15, or halfway between what a primary deflector gets innately, and what it gets from a mod. It is possible for a Secondary Deflector to have the same modifier more than once, up to a max of 3 times (at Uncommon, Rare, and Ultra Rare). The following are examples of Deflector modifiers:

Standard
Modifier Effect Modifier Effect
[CtrlX] +X Starship Control Expertise [DrainX] +X Starship Drain Expertise
[ShdHeal] +X Starship Shield Restoration [EPG] +X Starship Exotic Particle Generator
[HullCap] +X Starship Hull Capacity [ShCap] +X Starship Shield Capacity
Very Rare
[SA -Def] Sensor Analysis (-Defense):
The enemy target of your Sensor Analysis ability will also receive a Defense debuff that increases in effectiveness the longer you have the target under the effect of that ability. The debuff is -2% per stack, up to a maximum of -12% at six stacks.
[SA +Heal] Sensor Analysis (+Heal):
Improves the healing buff of Sensor Analysis when used on a friendly target by 20%.
[SA +Dmg] Sensor Analysis (+Damage):
Improves the damage buff of Sensor Analysis when used on an enemy target by 20%.
[+Chance] Precision Sub-System Targeting:
Improves the chance for Subsystem Targeting abilities to knock a subsystem offline by 25%.
[-Recharge] Accelerated Sub-System Targeting:
Reduces the recharge time of Subsystem Targeting abilities by 25%.
Fleet Strategic Secondary Deflectors Fleet Colony World Secondary Deflectors
[Acc] +Z Accuracy Rating [HullCap] [1] +Z Starship Hull Capacity
[Def] +Z Defense Rating [ShCap] [1] +Z Starship Shield Capacity
[EnDmg] +Z% Energy Weapon Damage [ProjDmg] +Z% Projectile Weapon Damage
Epic Secondary Deflectors
14 options: two of the six standard modifiers combined.
[EPG/ShdHeal] +Y Starship Exotic Particle Generator
+Y Starship Shield Restoration
This is the default Epic modifier for Deflectors.
The others must be obtained by re-engineering your Deflector.
[EPG/HullCap] +Y Starship Exotic Particle Generator
+Y Starship Hull Capacity
[CtrlX/EPG] +Y Starship Control Expertise
+Y Starship Exotic Particle Generator
[ShCap/EPG] +Y Starship Shield Capacity
+Y Starship Exotic Particle Generator
[CtrlX/DrainX] +Y Starship Control Expertise
+Y Starship Drain Expertise
[ShCap/DrainX] +Y Starship Shield Capacity
+Y Starship Drain Expertise
[CtrlX/ShdHeal] +Y Starship Control Expertise
+Y Starship Shield Restoration
[ShCap/ShdHeal] +Y Starship Shield Capacity
+Y Starship Shield Restoration
[CtrlX/HullCap] +Y Starship Control Expertise
+Y Starship Hull Capacity
[ShCap/HullCap] +Y Starship Shield Capacity
+Y Starship Hull Capacity
[HullCap/ShCap] +Y Starship Shield Capacity
+Y Starship Hull Capacity
[HullCap/ShdHeal] +Y Starship Hull Capacity
+Y Starship Shield Restoration
[ShdHeal/DrainX] +Y Starship Shield Restoration
+Y Starship Drain Expertise
[HullCap/DrainX] +Y Starship Hull Capacity
+Y Starship Drain Expertise
Mark level of item X [2] Y [3] Z [4]
Mk I 2.8 1.9  
Mk II 3.8 2.5  
Mk III 4.7 3.1  
Mk IV 5.6 3.8  
Mk V 6.6 4.4  
Mk VI 7.5 5  
Mk VII 8.4 5.6  
Mk VIII 9.4 6.3  
Mk IX 10.3 6.9  
Mk X 11.2 7.5  
Mk XI 12.2 8.1  
Mk XII 13.1 8.8 5.2
Mk XIII 14.1 9.4 5.6
Mk XIV 15 10 6
  1. 1.0 1.1 The [HullCap] and [ShCap] mods found on the Fleet Colony World secondary deflectors give less skill than the normal modifiers, despite having the same name. Thus, a Colony World secondary deflector with "[HullCap]x2" will give X+Z Starship Hull Capacity.
  2. X = (Mk + 2) * 0.9375
  3. Y = 2/3X
  4. Z = (Mk + 1) * 0.4 (not enough data points to be certain)


Impulse engine modifiers[edit source]

Some Impulse Engines may have additional modifiers that either increase existing bonuses or add new ones. Uncommon engines will have one modifier, Rare will have two, Very Rare three, and Ultra Rare four. All Epic Engines have [SecSpd-2] as their default fifth modifier, though this can be re-engineered into a different modifier. Below are examples of Impulse Engine modifiers. Some Engines and modifiers boost Skills by a certain amount, based on Mark level. Refer to the table above for these values.

Modifier Effect
[Aux] Thrusters: 25% speed when engines are disabled.
[Spd] +10% Flight Speed.[mods 1]
[Turn] +0.3 to Flight Turn Rate[mods 2]
[Full] +7.33̄ + 0.766̄×Mk to Full Impulse Flight Speed.[mods 3]
Crafted Engines
Available on Engines crafted from the R&D Engineering School.
Crafted mods cannot be rerolled via re-engineering.
[Damp] +33 Starship Drain Expertise [mods 4]
[Inertia] +10 Inertia Rating
Special Engines only (Fleet, Reputation)
[+CRes] 10% resistance to Control Effects
[Pow]
[mods 5]
+3.8 Weapon Power Setting
+3.8 Shield Power Setting
+3.8 Auxiliary Power Setting
[Rrt]
[mods 6]
+20% Flight Speed when environmental hazards prevent use of Full Impulse.
[SecSpd]
[mods 7]
+X Sector Space Travel Speed
[Shard]
[mods 8]
+__% Shield Resistance (based on Throttle)
Epic Impulse Engines
[SedSpd-2] +X×2 Starship Impulse Expertise
+X×2 Sector Space Travel Speed
This is the default Epic modifier for Impulse Engines.
The other must be obtained by re-engineering your Engine.
[Turn/Spd] +10% Flight Speed
+10% Turn Rate
Mark level of item X =
Mk I 1.9
Mk II 2.5
Mk III 3.1
Mk IV 3.75
Mk V 4.4
Mk VI 5
Mk VII 5.6
Mk VIII 6.25
Mk IX 6.9
Mk X 7.5
Mk XI 8.1
Mk XII 8.75
Mk XIII 9.4
Mk XIV 10


  1. Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Spd] mods, and engines can be re-engineered to have more. After calculating the base speed for the Engine's Mark level, the game will add 10% for one [Spd] modifier, 20% for [Spd]x2, and so forth. Thus, final speed for standard Impulse Engines will be (7.5+0.375*Mk) + N*0.1*(7.5+0.375*Mk), where N is the number of [Spd] modifiers. This formula works up to Mk XII; Mk XIII items are treated as if they were Mk XVI (16), while Mk XIV items as if they were Mk XXIII (23); for Combat and Hyper-Impulse engines, respectively adding or subtracting 1 Mk level from the final formula will give you a close approximation.
  2. Engines have a base 4.5 Turn rate; one [Turn] modifier will give them 4.8, and two 5.1, regardless of Mk level. Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Turn] mods, and engines can be re-engineered to have more.
  3. Can appear up to 4 times on one Engine. As with [Spd], Mk XIII acts like Mk XVI and Mk XIV like Mk XXIII, so Mk XIII [Full] adds 19.5, Mk XIV adds 24.8. The number displayed rounds to the nearest tenth. For example, [Impulse Engines Mk IV [Full]] would receive a bonus of 10.4.
  4. Does not scale with Mk level. Previously Starship Inertial Dampers.
  5. Integrated into Efficient Impulse Engines, and can be found on Elite Fleet Efficient Engines.
  6. Integrated into Dynamic Reroute Impulse Engines, and can be found on Jem'Hadar Combat Impulse Engines [Rrt].
  7. Found on: Integrated into:
  8. Can be found on Elite Fleet Protomatter Engines. This modifier gives 0.15% Shield Hardness per 1% of Throttle up to a maximum of 15% Shield Hardness at full throttle.

An Uncommon Modifier will have one modifier suffix, Rare will have two, and Very Rare will have three. Rare and Very Rare can have multiples of the same suffix, and stacked suffixes are added together, not multiplied.


Ship shield modifiers[edit source]

Uncommon Ship Shield shields will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. All Epic Shields have [Cp/Rg] as their default fifth modifier, though this can be re-engineered into a different modifier. It is possible for shields to have the same standard modifiers more than once. The following are examples of Ship Shield modifiers:

Modifier Effect
[Cap] Increases Maximum Shield Capacity by 10%
[Reg] Increases Shield Regeneration by 10%
[Pha] Reduces Phaser Damage to Shields by 20%
[Dis] Reduces Disruptor Damage to Shields by 20%
[Pla] Reduces Plasma Damage to Shields by 20%
[Pol] Reduces Polaron Damage to Shields by 20%
[Tet] Reduces Tetryon Damage to Shields by 20%
[Ap] Reduces Antiproton Damage to Shields by 20%
Crafted Shields
Available on Shields crafted from the R&D Shields School.
Crafted mods cannot be rerolled via re-engineering.
[Amp] Amplifies incoming healing by 10%
[Heal] Increases outgoing healing by 5%
Fleet Shields only
[Adapt] When your shields are hit, Adaptive Shielding gains one charge, increasing your Shields' resistance to the incoming damage type by 2% for 30 seconds. Stacks up to 10 times (per damage type).
Found on Elite Fleet Shield Arrays from the Fleet Starbase.
[ResA] Reduces Phaser, Polaron and Tetryon damage to Shields by 15%
Found on Advanced and Elite Fleet Shield Arrays from the Fleet Starbase.
[ResB] Reduces Disruptor, Plasma and Antiproton damage to Shields by 15%
Found on Advanced and Elite Fleet Shield Arrays from the Fleet Starbase.
[ResAll] Reduces All Energy Damage to Shields by 10%
Found on Elite Fleet Channeling Shield Arrays from the Fleet Colony World and assorted other shields.
[EngCD]
[mods 1]
+__ Starship Engineering Readiness (based on current Shield Capacity Percentage)
Found on Elite Fleet Channeling Shield Arrays from the Fleet Colony World.
[SciCD]
[mods 1]
+__ Starship Scientific Readiness (based on current Shield Capacity Percentage)
Found on Elite Fleet Channeling Shield Arrays from the Fleet Colony World.
[TacCD]
[mods 1]
+__ Starship Tactical Readiness (based on current Shield Capacity Percentage)
Found on Elite Fleet Channeling Shield Arrays from the Fleet Colony World.
Special Shields only (Crafted/Upgraded Mission Rewards and Reputation) - Ultra Rare only
[C/R] Increases Maximum Shield Capacity by 5%
Increases Shield Regeneration by 5%
[Rad] Reduces Radiation Damage to Shields by 20%
Epic Ship Shields
[Cp/Rg] Increases Maximum Shield Capacity by 10%
Increases Shield Regeneration by 10%
This is the default Epic modifier for Shields.
The others must be obtained by re-engineering your Shield.
[ResA] Reduces Phaser, Polaron and Tetryon damage to Shields by 15%
Same as the mod found on Advanced and Elite Fleet Shield Arrays from the Fleet Starbase. Those shields may thus obtain [ResA]x2.
[ResB] Reduces Disruptor, Plasma and Antiproton damage to Shields by 15%
Same as the mod found on Advanced and Elite Fleet Shield Arrays from the Fleet Starbase. Those shields may thus obtain [ResB]x2.
[ResAll] Reduces All Energy Damage to Shields by 10%
Found on Elite Fleet Channeling Shield Arrays from the Fleet Colony World. Those shields may thus obtain [ResAll]x2.
Mark level of item X =
Mk I 1.9
Mk II 2.5
Mk III 3.1
Mk IV 3.75
Mk V 4.4
Mk VI 5
Mk VII 5.6
Mk VIII 6.25
Mk IX 6.9
Mk X 7.5
Mk XI 8.1
Mk XII 8.75
Mk XIII 9.4
Mk XIV 10


  1. 1.0 1.1 1.2 [EngCD], [SciCD] and [TacCD] give 0.75 Engineering/Scientific/Tactical Readiness per 1% of total Shield Capacity percentage across all four shield facings, with a maximum of +75 when all shield facings are at maximum capacity.

Engineering console modifiers[edit source]

The majority of these modifiers are based on existing Engineering Consoles, which are listed in the "cf." column. Notes:

  • [HP] has no Engineering console equivalent. It scales the same as [ResAll].
  • [AuxPower] and the other power system mods currently give half as much power as they are supposed to, as do the [Pha], [Dis] and [Pla] mods.
Modifier Description Type
Console - Engineering - Conductive RCS Accelerator icon.png
Very rare icon.png
Console - Science - Exotic Particle Field Exciter icon.png
Very rare icon.png
    
Console - Engineering - Enhanced Monotanium Alloy Mk XII icon.png
Ultra rare icon.png
Console - Engineering - Enhanced Neutronium Alloy Mk XII icon.png
Ultra rare icon.png
    
Console - Engineering - Enhanced RCS Accelerator Mk XII icon.png
Ultra rare icon.png
    
Console - Engineering - Energy Signature Dampener Mk XII icon.png
Rare icon.png
    
Cf.
WpnPwr †
WepPwr ‡
+Weapon Power Setting Energy Setting ✓ †     ×2/3
Console - Engineering - Plasma Distribution Manifold icon.png
Common icon.png
ShldPwr †
ShPwr ‡
+Shield Power Setting Energy Setting ✓ †     ×2/3
Console - Engineering - Field Emitter icon.png
Common icon.png
EngPwr +Engine Power Setting Energy Setting     ×2/3
Console - Engineering - Injector Assembly icon.png
Common icon.png
AuxPwr +Auxiliary Power Setting Energy Setting     ×2/3
Console - Engineering - Booster Modulator icon.png
Common icon.png
HP +Starship Hull Capacity Skill   ×1/2 ×1/2    
EPS +Power Transfer Rate Special ×1/4   ×2/3
Console - Engineering - EPS Flow Regulator icon.png
Common icon.png
Turn +Flight Turn Rate Special ×1/2   ×2/3
Console - Engineering - RCS Accelerator icon.png
Common icon.png
HullHeal †
HullRepair ‡
+Starship Hull Restoration Skill ✓ ‡ ×1/2   ×2/3
Console - Engineering - SIF Generator icon.png
Common icon.png
SSRep +Resistance Rating vs. Duration of Subsystem Offline Special       ×2/3
Console - Engineering - Subsystem Redundancies icon.png
Common icon.png
ResA †
Res4b ‡
+Phaser Damage Resistance Rating
+Disruptor Damage Resistance Rating
+Plasma Damage Resistance Rating
+Tetryon Damage Resistance Rating
Resistance Rating (Armor) ✓ †     ×2/3
Console - Engineering - Ablative Hull Armor icon.png
Common icon.png
ResB †
Res4a ‡
+Plasma Damage Resistance Rating
+Tetryon Damage Resistance Rating
+Polaron Damage Resistance Rating
+Antiproton Damage Resistance Rating
Resistance Rating (Armor) ✓ †     ×2/3
Console - Engineering - Tetraburnium Hull Armor icon.png
Common icon.png
PhaDis †
ResPhaDis ‡
+Phaser Damage Resistance Rating
+Disruptor Damage Resistance Rating
Resistance Rating (Plating) ✓ †     ×2/3
Console - Engineering - Diburnium Hull Plating icon.png
Common icon.png
PlaTet †
ResPlaTet ‡
+Plasma Damage Resistance Rating
+Tetryon Damage Resistance Rating
Resistance Rating (Plating) ✓ †     ×2/3
Console - Engineering - Electroceramic Hull Plating icon.png
Common icon.png
PolAP †
ResPolAn ‡
+Polaron Damage Resistance Rating
+Antiproton Damage Resistance Rating
Resistance Rating (Plating) ✓ †     ×2/3
Console - Engineering - Parametallic Hull Plating icon.png
Common icon.png
Kin+Phys †
ResKin+Phys ‡
+Physical Damage Resistance Rating
+Kinetic Damage Resistance Rating
Resistance Rating (Alloy)   ×1/2 ×2/3
Console - Engineering - Monotanium Alloy icon.png
Common icon.png
ResAll +All Damage Resistance Rating Resistance Rating (Alloy)   ×1/2 ×2/3
Console - Engineering - Neutronium Alloy icon.png
Common icon.png
Pha +Phaser Damage Resistance Rating Resistance Rating        
Dis +Disruptor Damage Resistance Rating Resistance Rating        
Pla +Plasma Damage Resistance Rating Resistance Rating        

Science console modifiers[edit source]

The majority of these modifiers are based on existing Science Consoles, which are listed in the "cf." column.

Note: Restorative Particle Focusers and Exotic Particle Focusers have two modifiers: one will provide 1× the stats of a normal science console, while the other will provide 2/3× the stats. Thus, a "[DrainX]x2" actually gives 12/3× the stats, not 2×.

Modifier Description Type
Console - Engineering - Conductive RCS Accelerator icon.png
Very rare icon.png
Console - Science - Exotic Particle Field Exciter icon.png
Very rare icon.png
    
Console - Science - Restorative Particle Focuser icon.png
Ultra rare icon.png
Console - Science - Exotic Particle Focuser icon.png
Ultra rare icon.png
    
Console - Science - Shield-Repairing Weapon Signature Nullifier icon.png
Ultra rare icon.png
Console - Science - Shield-Repairing Weapon Signature Amplifier icon.png
Ultra rare icon.png
    
Console - Science - Shield Refrequencer Mk XII icon.png
Rare icon.png
    
Cf.
CtrlX +Starship Control Expertise Skill or×2/3 ×2/3
Console - Science - Graviton Generator icon.png
Common icon.png
DrainX +Starship Drain Expertise Skill or×2/3 ×2/3
Console - Science - Flow Capacitor icon.png
Common icon.png
EPG +Starship Exotic Particle Generator Skill or×2/3 ×2/3
Console - Science - Particle Generator icon.png
Common icon.png
HullReg In Combat: +% Hull Regeneration per minute
Out of Combat: +(twice)% Hull Regeneration per minute
Special       ×2/3
Console - Science - Nanite-Reinforced Circuitry icon.png
Common icon.png
Per +Starship Perception Skill   ×2/3
Console - Science - Sensor Probes icon.png
Common icon.png
ShHeal +Starship Shield Restoration Skill   ×2/3
Console - Science - Emitter Array icon.png
Common icon.png
ShHP +% Maximum Shield Capacity Special or×2/3   ×2/3
Console - Science - Field Generator icon.png
Common icon.png
ShReg +% Shield Regeneraton Rate Special     ×2/3
Console - Science - Shield Emitter Amplifier icon.png
Common icon.png
Stealth +Starship Stealth Skill   ×2/3
Console - Science - Stealth Module icon.png
Common icon.png


Antique modifiers[edit | edit source]

These modifiers are no longer generated on new items, but remain on older items.

Modifier Name Description
[Radius] Increased Mine Explosion Radius +0.5km Explosion Radius

"Formerly available on Mines."

[Borg] Borg Damage Buff Space; X% chance: X Radiation Damage vs Borg NPCs
Ground; 15 Kinetic Damage vs Borg NPCs.

Formerly available on several ground and space weapons, now only found on weapons from Task Force Omega Equipment Requisitions.

[PvP Dmg] Player vs. Player Damage 3 Bonus Damage vs. other players.

Formerly available on Deflectors, Engines, Shields, and Weapons.

PvP Res Player vs. Player Damage Resist 8 Bonus Resistance Rating vs. other players.

Formerly available on Deflectors, Engines, Shields, and Weapons.

[Rch] Recharge -2.5 sec recharge

Found on old versions of the [Rapid Fire Polaron Full Auto Rifle], this mod is now integrated and not shown as a suffix.

Retired modifiers[edit | edit source]

Modifiers removed from the game, or merged into new modifiers, during the various skill revamps the game has had.

WIP

Modifier Name Description
[Demo] Demolitions Engineering skill; merged into [KPerf] (Kit Performance modifier on Kit frames).
[Repairs] Repairs Engineering skill; merged into [KPerf].
[Gens] Generators Engineering skill; merged into [KPerf].
[Turret] Turrets and Drones Engineering skill; merged into [KPerf].
[Mods] Modification Specialist Engineering skill; merged into [KPerf].
[Medic] Medic Science skill; merged into [KPerf].
[Phys] Physiology Science skill; merged into [KPerf].
[Sci] Scientist Science skill; merged into [KPerf].
[Logic] Probability Logistics Science skill; merged into [KPerf].
[Part] Particle Physics Science skill; merged into [KPerf].
[Grenade] Grenades Tactical skill; merged into [KPerf].
[Combat] Combat Specialist Tactical skill; merged into [KPerf].
[Spec] Special Forces Tactical skill; merged into [KPerf].
[Squad] Squad Command Tactical skill; merged into [KPerf].
[Tactics] Advanced Tactics Tactical skill; merged into [KPerf].
Retooled Deflector modifiers
[CMS] Starship Countermeasure Systems Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill.
[EM] Starship Shield Emitters Renamed to [ShdHeal] for the renamed Starship Shield Restoration skill. It occasionally still appears as [Em] on new deflectors, and is currently aliased to [ShdHeal] on the Exchange.
[FlwC] Starship Flow Capacitors Rolled into the [DrainX] mod for the new combined Starship Drain Expertise skill.
[Gra] Starship Graviton Generators Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill.
[InC] Starship Inertial Dampeners Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill.
[Ins] Starship Power Insulators Rolled into the [DrainX] mod for the new combined Starship Drain Expertise skill. For a time, this modifier erroneously remained after Drain Expertise was introduced, and provided Control Expertise instead. It is currently aliased to [DrainX] on the Exchange.
[PrtG] Starship Particle Generators Renamed to [EPG] for the renamed Starship Exotic Particle Generator skill; named [PG] on Singularity Cores.
[Sen] Starship Sensors Resistance component rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill; stealth detection component rolled into the new Starship Perception skill.
[ShdS] Starship Shield Systems Renamed to [ShCap] for the renamed Starship Shield Capacity skill.
[SIF] Starship Structural Integrity Renamed to [HullCap] for the renamed Starship Hull Capacity skill.
[SsD] Starship Subspace Decompiler Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill.
[Stl] Starship Stealth Renamed to [Stealth].
Retooled Warp Core modifiers
[Coi] Driver Coil Retooled into [SecSpd], which gives Sector Space Travel Speed, the sector space component of the old Driver Coil. The non-sector Full Impulse components were spun off into a separate Full Impulse Energy Shunt skill that [SecSpd] does not improve.
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