Ability

Abilities (or powers) can be activated (powers usable/clickable in the tray) in space or on the ground. They come in four major groups;

Player abilities

 * Main article: Player ability

Player abilities are innate, clickable abilities unlocked by the character by leveling up, slotting certain traits, or by gaining diplomatic/marauding XP. Examples include;
 * : Granted when a character reaches level 2, this is a manoeuvrability and speed boost in space.
 * : Available to Engineers, this is applies a major instant heal in space.
 * : A trait-based ability, this allows Vulcans to stun a ground enemy.

Bridge officer and kit abilities

 * Main article: Bridge officer and kit abilities

Bridge officer and kit abilities are interlinked. An ability of a bridge officer on the ground is often paralleled by an equivalent kit module for your captain. For example, can be applied to your bridge officers via Training Manual or to your captain via

Space abilities are unique to bridge officers, however. To be available, the bridge officer has to be assigned a station. An example is. Bridge officer ground and space abilities differ in quality (I, II and III) linked to rank. Every bridge officer can only have one ability per rank (Ensign, Lieutenant, Lieutenant Commander and Commander) active at any one time.

Ship abilities

 * Main article: Ship abilities

A few ship abilities are common to all ships, for example, but most are tied to a particular ship or type of ship. For example;
 * is only available on Science Vessels and a handful of others.
 * is only available while flying a Nebula Class Science Vessel or its Terran counterpart.

Item abilities

 * Main article: Item abilities

Item abilities are abilities granted by having a specific item. In most cases the item must be equipped but a few rare examples can be activated from your inventory.
 * Auxiliary Battery is a consumable which provides a boost to Auxiliary power.
 * is a non-combat emote device.
 * creates a repair drones to heal your ship.

Fertigkeit