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Research and Development

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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 tokens" 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 ALL “First Creation”.

Schools[edit | edit source]

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 R&D task that provides the player with 6,000 crafting school XP.

Research and Development Schools
School Craftable items Trait[1]
School - Beams Icon.png
Beams
Beam Arrays, Dual Beam Banks, Beam consoles, Omni-Directional Beam Arrays Beam Barrage icon.png
School - Cannons Icon.png
Cannons
Cannons, Dual Cannons, Dual Heavy Cannons, Turrets, Cannon consoles Deft Cannoneer icon.png
School - Engineering Icon.png
Engineering
Engineering Consoles, Body Armor, Impulse Engines, Singularity Cores, Matter-Antimatter Warp Cores Give Your All icon.png
School - Ground Weapons Icon.png
Ground Weapons
Ground weapons Penetrating Rounds icon.png
School - Kits and Modules Icon.png
Kits and Modules
Kits and Modules Technophile icon.png
School - Projectiles Icon.png
Projectiles
Torpedo Launchers, Mine Launchers, Torpedo & Mine consoles Kinetic Precision icon.png
School - Science Icon.png
Science
Deflector Dishes, Science Consoles Particle Manipulator icon.png
School - Shields Icon.png
Shields
Ship Shields, Personal Shields Inelastic Collisions icon.png
School - Officer Training Icon.png
Officer Training
Training Manuals n/a
School - Special Projects Icon.png
Special Projects
Omega Tech Upgrades
and other special projects for time-limited events
n/a
School - Aegis Icon.png
Aegis
Aegis Space Set n/a
  1. unlocked at R&D level 15; character needs to relog or change map for the trait to become available


Ingredients[edit | edit source]

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[edit | edit source]

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 Magnesite icon.png
Common icon.png
Duranium icon.png
Common icon.png
Tritanium icon.png
Uncommon icon.png
Rubidium icon.png
Rare icon.png
Dentarium icon.png
Very rare icon.png
Trellium-K icon.png
Very rare icon.png
Gases Hydrazine Gas icon.pngCommon icon.png Trionium Gas icon.pngCommon icon.png Hexafluorine Gas icon.png
Uncommon icon.png
Tetrazine Gas icon.png
Rare icon.png
Argonite Gas icon.png
Very rare icon.png
Craylon Gas icon.png
Very rare icon.png
Particle Verteron Particle icon.png
Uncommon icon.png
Thoron Particle icon.png
Uncommon icon.png
Beta-Tachyon Particle icon.png
Rare icon.png
No icon.png
Rare icon.png
Plekton Particle icon.png
Very rare icon.png
Radiogenic Particle icon.png
Very rare icon.png
Technology Salvaged Technology icon.png
Ultra rare icon.png

Components[edit | edit source]

Components are non-equipable items that are fabricated from materials. The solely serve as further ingredients for certain R&D tasks.

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

Duty officers[edit | edit source]

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.

Item Duty officer
Beam Consoles Blue Arrow (Right).png Technician
Beam Weapons Blue Arrow (Right).png Energy Weapons Officer
Cannon Consoles Blue Arrow (Right).png Technician
Cannon Weapons Blue Arrow (Right).png Energy Weapons Officer
Components (Common, Uncommon, Rare) Blue Arrow (Right).png Fabrication Engineer
Components (Very Rare) Blue Arrow (Right).png Matter-Antimatter Specialist
Deflector Dishes Blue Arrow (Right).png Deflector Officer
Engineering Consoles Blue Arrow (Right).png Maintenance Engineer
Ground Armor Blue Arrow (Right).png Security Officer
Ground consumables - Hypo, Power Cell, Shield Charge Blue Arrow (Right).png Diagnostic Engineer
Ground consumable - Nanoenergy Cell Blue Arrow (Right).png Energy Weapons Officer
Ground Weapons Blue Arrow (Right).png Assault Squad Officer
Impulse Engines Blue Arrow (Right).png Systems Engineer
Kit Frames Blue Arrow (Right).png Quartermaster
Kit Modules Blue Arrow (Right).png Quartermaster
Mine Launchers Blue Arrow (Right).png Armory Officer
Personal Shields Blue Arrow (Right).png Assault Squad Officer
Projectile Consoles Blue Arrow (Right).png Security Officer
Research projects Blue Arrow (Right).png Research Lab Scientist
Science Consoles Blue Arrow (Right).png Deflector Officer
Singularity Cores Blue Arrow (Right).png Warp Theorist
Space and Ground consumables - Rare Batteries, Reactive Armor Catalysts Blue Arrow (Right).png Fabrication Engineer
Space consumables - Auxiliary Battery, Engine Battery Blue Arrow (Right).png Deflector Officer [1]
Warp Theorist [2]
Space consumable - Shield Battery Blue Arrow (Right).png Systems Engineer [3]
Warp Theorist [4]
Space consumable - Weapons Battery Blue Arrow (Right).png Explosives Expert [5]
Technician [6]
Space Shields Blue Arrow (Right).png Shield Distribution Officer
Tech Upgrades Blue Arrow (Right).png Research Lab Scientist
Torpedo Launchers Blue Arrow (Right).png Projectile Weapons Officer
Warp Cores Blue Arrow (Right).png Warp Core Engineer
  1. When crafted from Science school.
  2. When crafted from Engineering school.
  3. When crafted from Shields school.
  4. When crafted from Engineering school.
  5. When crafted from Projectiles school.
  6. When crafted from Beams and Cannons schools.
Duty officer Item
Armory Officer Blue Arrow (Right).png Mine Launchers
Assault Squad Officer Blue Arrow (Right).png Ground Weapons, Personal Shields
Deflector Officer Blue Arrow (Right).png Deflector Dishes, Science Consoles, Space consumables - Auxiliary Battery, Engine Battery [1]
Diagnostic Engineer Blue Arrow (Right).png Ground consumables - Hypo, Power Cell, Shield Charge
Energy Weapons Officer Blue Arrow (Right).png Beam/Cannon Weapons, Ground consumable - Nanoenergy Cell
Explosives Expert Blue Arrow (Right).png Space consumable - Weapons Battery [2]
Fabrication Engineer Blue Arrow (Right).png Components (Common, Uncommon, Rare), Space and Ground consumables - Rare Batteries, Reactive Armor Catalysts
Maintenance Engineer Blue Arrow (Right).png Engineering Consoles
Matter-Antimatter Specialist Blue Arrow (Right).png Components (Very Rare)
Projectile Weapons Officer Blue Arrow (Right).png Torpedo Launchers
Quartermaster Blue Arrow (Right).png Kit Modules, Kit Frames
Research Lab Scientist Blue Arrow (Right).png Research projects, Tech Upgrades
Security Officer Blue Arrow (Right).png Ground Armor, Projectile Consoles
Shield Distribution Officer Blue Arrow (Right).png Space Shields
Systems Engineer Blue Arrow (Right).png Impulse Engines, Space consumable - Shield Battery [3]
Technician Blue Arrow (Right).png Beam/Cannon Consoles, Space consumable - Weapons Battery [4]
Warp Core Engineer Blue Arrow (Right).png Warp Cores
Warp Theorist Blue Arrow (Right).png Singularity Cores, Space consumables - Auxiliary Battery, Engine Battery, Shield Battery [5]
  1. When crafted from Science school.
  2. When crafted from Projectiles school.
  3. When crafted from Shields school.
  4. When crafted from Beams and Cannons schools.
  5. When crafted from Engineering school.
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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.

  • Catalyst 10 Skill Rating icon.pngCommon icon.png [Catalyst: +10 Skill Rating]
  • Catalyst 25 Skill Rating icon.pngUncommon icon.png [Catalyst: +25 Skill Rating]
  • Catalyst 50 Skill Rating icon.pngRare icon.png [Catalyst: +50 Skill Rating]

Crafting Items[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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
  • All Common rarity components
Component - Barrel Synchronizer icon.png
Common icon.png
Component - Focusing Lens icon.png
Common icon.png
Component - Industrial Replicator Supplies icon.png
Common icon.png
Component - Lab Equipment icon.png
Common icon.png
Component - Particle Field Generator icon.png
Common icon.png
Component - Targeting Interface icon.png
Common icon.png
Component
2 XP
20
  • Uncommon rarity components awarding
    2 XP per crafted component
Component - Coolant Injector icon.png
Uncommon icon.png
Component - Electromagnetic Coupling icon.png
Uncommon icon.png
Component - Emitter Module icon.png
Uncommon icon.png
Component - Subprocessor Unit icon.png
Uncommon icon.png
Component
3 XP
30
  • Uncommon rarity components awarding
    3 XP per crafted component
Component - EPS Conduit icon.png
Uncommon icon.png
Component - EPS Regulator icon.png
Uncommon icon.png
Component - IFF Beacon icon.png
Uncommon icon.png
Component - Plasma Capacitor icon.png
Uncommon icon.png
Component
4 XP
40
  • Rare rarity components awarding
    4 XP per crafted component
Component - Firing Sequencer icon.png
Rare icon.png
Component - Micro Power Cell icon.png
Rare icon.png
Component - Pressurization Chamber icon.png
Rare icon.png
Component - Rerouting Lattice icon.png
Rare icon.png
Consumable
Comp./Comp.
6/240/360 XP
50
  • All crafted Consumables
  • Rare rarity components awarding
    6 XP per crafted component
  • All Very Rare rarity components
See: Consumables

Component - Ejection System icon.png
Rare icon.png
Component - Handheld Calibration Control icon.png
Rare icon.png
Component - Plasma Compressor icon.png
Rare icon.png
Component - Power Surge Regulator icon.png
Rare icon.png
Component - Quantum Field Focus icon.png
Rare icon.png


Component - Emitter Array icon.png
Very rare icon.png
Component - Intermix Chamber icon.png
Very rare icon.png
Component - Isolinear Circuitry icon.png
Very rare icon.png
Component - Isolinear Chip icon.png
Very rare icon.png
Component - Particle Alignment Matrix icon.png
Very rare icon.png
Component - Signal Enhancement Module icon.png
Very rare icon.png
Component - Warp Field Regulator icon.png
Very rare icon.png

Critical Chances[edit | edit source]

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[edit | edit source]

Notes[edit | edit source]

  • 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.

External link[edit | edit source]