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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 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.