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Duty Officer Overview Tab

The Overview tab.

Duty Officer Roster Tab

The Crew Roster.

Disambig icon For lists of duty officers, see the central listing page.
Disambig icon For Duty Officer Assignments, see the Assignments page.

Duty officers (doffs) represent the junior officers, enlisted personnel, and civilian crew members of the player's starship. The mechanics of the duty officer system are rather similar to those of many collectible card games, in that officers can be acquired from random booster packs from assignments or the Zen Store. Officers can be sent on missions and slotted for bonuses. They cannot be renamed or upgraded.

The system unlocks once a character reaches Level 11.[1] There are at least 54,587 duty officers available since the system was introduced in Season 5.

Players can make use of duty officers in four ways:

  • A player's starship has five slots for duty officers that enhance space operations and five slots for duty officers that enhance ground operations, depending on the officer's specialization.
  • Duty officers can be sent out on special missions called assignments, which can reward skill points, bridge officer skill points, energy credits, temporary buffs, items, more duty officers, and experience toward commendations. These assignments can vary in real-time duration between 1 minute to 3 days. By default you can have a maximum of 20 of such assignments running at the same time; Sickbay assignments don't count toward this limit. You can exceed this limit by buying up to three additional assignment slots in your fleet embassy.
  • Duty Officers on your ship can build components and will offer assignments – some of these are new and some of these are additional chances to focus your efforts on a specific commendation category (e.g. Science, Engineering, or any other category).
  • At the respective factions’ academies, Personnel Officers allow a captain to commission cadres of duty officers, and also to turn in five underperforming duty officers, plus a modest amount of Dilithium, for a random duty officer of the next highest quality. Note: in late 2012, the Dilithium required increased significantly.

Overview[ | ]

Duty officers have the following characteristics:
Faction

Doff Faction Layer Comparison 2

Duty Officer faction frame comparison.

  • Duty Officers can belong to the Federation, Klingon, or Romulan faction. They are distinguished by the frame color surrounding their avatar image and a small icon in the corner. Over this faction frame is displayed the quality (rarity: Common, uncommon, rare, etc.) of the duty officer. The department icons (Tactical, Operations, Medical, etc) on their dossiers also indicate the officer's faction affiliation.
Remember Just because a species is generally associated with a particular faction does not mean an officer is usable by that side. Always check the dossier for affiliation before buying! You can turn on the option at the bottom of the Exchange window to only show usable items.
  • Assignments will reward you with a proper faction duty officer, but if you intend to trade or buy another one, you have to make sure that the duty officer belongs to your faction. There is no warning in game - like with bridge officers - to stop you from buying or trading from the other faction and discover the Duty Officer (DOFF) isn't going to do what you wanted.
  • The other faction's duty officers will go into your roster/passengers/brig but they will not be displayed as a slottable Recommendation from the assignment Department Heads. If you received another faction's duty officers they can be traded/mailed/sold using drag and drop from your roster/brig/passenger slots, or dismissed for a small bonus in dilithium and recruitment points.
  • The other faction's duty officers CAN, however, be used to supply Starbase projects.
  • See how to distinguish faction side on this frame comparison image.

Quality

  • This is indicated by the color of the duty officer's name and the border around the portrait, if there is one. Currently, there are duty officers of white, green, blue, purple, dark purple and gold quality. Higher quality duty officers have a higher chance to complete assignments successfully, and will provide better assignment rewards than standard (common) quality officers.
  • Only white quality duty officers have a chance of dying while on assignment (note the difficulty of the assignment). Green, blue, and purple quality duty officers cannot die while on assignment, but can sustain injury which will make them unavailable for a period of time (Usually 8 hours) and is likely to place them in sickbay.

Rank

  • Duty officers, with the exception of civilians, will have an enlisted or officer rank. Some assignment slots may require duty officers of a particular rank to succeed. Ultra Rare and Epic duty officers will have same rank as Very Rare quality duty officers.
    • Tactical/Security: Crewman, Ensign, Lieutenant Junior Grade, Lieutenant
    • Engineering/Operations: Crewman, Petty Officer, Chief Petty Officer, Master Chief Petty Officer
    • Science/Medical: Crewman, Specialist, Senior Specialist, Senior Chief Specialist
    • Klingon Defense Force: Bekk, Warrior, Sergeant, Lieutenant
    • Romulan Republic Force: Daise, Uhlan, Sublieutenant, Lieutenant

Department

  • Duty officers will be in one of the seven following departments: Tactical, Security, Engineering, Operations, Science, Medical, and Civilian. Some assignment slots require duty officers of a specific department, or the chances of the various outcomes may be modified by placing a duty officer of a specific department in a particular slot.
  • There are also 2 more departments that have their own roster separated from the main roster: Passengers (usually colonists) and the Brig. While these duty officers technically fall in the civilian category, they have some differences with it, like in example you will not be able to use them for many assignments that would normally allow any character in them.

Specialization

  • This is the duty officer's primary role aboard the starship, such as Conn Officer, Security Officer, Astrometric Officer, etc. This defines what effect the officer has if assigned to a space or ground role. As with department, some assignment slots may require an officer with a specific specialization, or including an officer with a given specialization may modify the chances of the assignment outcome.

R&D School

See also: list of duty officers by R&D school.
  • This is an optional role some duty officers may have, allowing them to be used in crafting of special items unlocked with level 15 in Research and Development schools. Currently available R&D specialties are:
Aegis • Beam Weapons • Cannon Weapons • Engineering • Ground Equipment • Kits and Modules • Projectile Weapons • Science • Shields

Traits

  • Duty officers can have one or more traits. These are only important for assignments. Assignment slots indicate which traits will increase or decrease the chance of the possible outcomes of the assignment.

Active Duty

  • Up to 10 duty officers can be placed on Active Duty. Up to 5 can apply their specializations to Space operations, while another 5 can can be used to improve Ground operations. This limit can be exceeded by purchasing 1 additional slot for ground and space through the Fleet Spire, allowing the maximum of 6 for each region. Depending on the specialization, only 1 or up to a maximum of 3 duty officers may be active at the same time.
Each officer applies their abilities separately.
"__% chance to" ability probability for activating at least once is shown by this formula: 1-((1-x)^y) with x being the percentage in decimal form and y being the number of same duty officers times the number of uses.
Duty officers become Bound to Character once they are posted on active duty roster.

Specializations[ | ]

Tactical department[ | ]

Specialization Descriptions for each variant
Conn Officer
  • [SP] Chance to reduce the time to recharge Evasive Maneuvers
  • [SP] Recharge time reduced for Tactical Team and Buff
  • [SP] Recharge time reduced for Tactical Team and Buff; [GR][SP] Increased damage vs. Elachi
  • [SP] Recharge time reduced for Attack Patterns Beta, Delta and Omega.
  • [SP] Chance for +Accuracy, +Perception for Tactical Team
  • [SP] Small power boost after exiting Evasive Maneuvers
  • [SP] Recharges Evasive Maneuvers when Emergency Power to Engines is activated.
  • [SP] Chance for Attack Pattern Omega to apply lesser buff to team
  • [SP] Adds Acc/Def Skill from Fly Her Apart and Hold Together
Energy Weapons Officer
  • [SP] Chance to reduce the time to recharge when using subsystem targeting attacks
  • [SP] Chance to reduce the time to recharge when using cannon special attacks
  • [SP] Chance to reduce the time to recharge when using beam special attacks
  • [SP] Chance to gain shield power when using energy weapons
  • [SP] Increases Singularity Charge rate
  • [SP] Chance for Beam Overload to cause all attacks against the target to gain Shield Penetration
  • [SP] Chance for stacking Crit Chance buff on firing Energy Weapons
  • [SP] Chance for stacking Crit Severity buff on firing Energy Weapons
  • [GR] While Draw Fire is active, chance to Heal Self when hit
  • [SP] Chance of Increased Weapon Damage from Lock Trajectory
  • [SP] Chance to remove currently applied buffs on use of beams and cannons
  • [SP] Chance to reduce the time to recharge when using cannon special attacks + [GR][SP] Increased damage vs. Elachi
  • [SP] Chance to reduce the time to recharge when using beam special attacks + [GR][SP] Increased damage vs. Elachi
Ground Warfare Specialist
  • [GR] Increased damage vs. <race>
  • [GR] Increased Expose chance vs. Romulans
  • [GR] Chance of Outgoing Damage Applied as Healing (Captain Abilities)
  • [GR] Chance of Outgoing Damage Applied as Healing (Kit Abilities)
Projectile Weapons Officer
  • [SP] Chance to reduce the time to recharge torpedoes
  • [SP] Chance to reduce the time to recharge torpedoes + [GR][SP] Increased damage vs. Elachi
  • [SP] Chance to reduce the time to recharge mines.
  • [SP] Chance to gain Shield Power when using Torpedo Weapons.
  • [SP] Torpedoes Gain Singularity Charge
  • [SP] Chance to increase Kinetic Damage from torpedoes
  • [SP] Chance for stacking Crit Chance buff on firing Projectiles
  • [SP] Chance for stacking Crit Severity buff on firing Projectiles
  • [SP] Recharge time reduced for Tactical Team and Buff
Shield Distribution Officer
  • [SP] Chance to restore shields when taking damage while Brace for Impact active
  • [GR] Chance to cause Weapons Malfunction to enemies that fire on you while using Draw Fire
  • [GR] Force Field Dome has a chance to knock nearby enemies prone
  • [SP] Improved Ramming Speed while Brace for Impact is active: +Turn, No Self Damage
  • [SP] Chance to disable nearest Shield Facing with Tachyon Beam
  • [SP] Attack Pattern Beta restores hull when firing
Space Warfare Specialist
  • [GR] Increased damage vs. <race>
  • [SP] Reduces Accuracy of Romulans
  • [SP] Chance of Outgoing Damage Applied as Healing (Engineering Abilities)
  • [SP] Chance of Outgoing Damage Applied as Healing (Science Abilities)
  • [SP] Chance of Outgoing Damage Applied as Healing (Tactical Abilities)
  • [SP] Weapons Expert: chance on using an energy Weapon Firing Mode I or II to trigger the II or III version instead
Warfare Master
  • [GR][SP] Increased damage vs. Tholians
  • [GR][SP] Increased damage vs. All

Security department[ | ]

Specialization Descriptions for each variant
Armory Officer
  • [GR] Chance to beam in an additional Phaser, Disruptor or Plasma Turret
  • [GR] Chance to beam in an additional Phaser, Disruptor or Plasma Turret; [GR][SP] Increased damage vs. Elachi
  • [GR] Ground Operational Asset cooldown reduction
  • [GR] Doubles chance to expose target
  • [GR] Increases the duration of the damage boost from Stealth Module.
  • [SP] Chance to set a random second subsystem offline when using Subsystem Targeting attacks
  • [SP] Chance to summon a Tethered Quantum Mine when activating Dispersal Pattern
  • [GR] Chance to reduce recharge on Turrets and Drones
Assault Squad Officer
  • [GR] Chance to reduce the recharge time of grenades whenever a grenade is thrown
  • [GR] Extra Team Heal and Revival on use of Rally Cry.
  • [GR] Chance to apply a Hold when using Lunge
  • [GR] Chance for stacking Crit Chance buff on firing Ranged weapons
  • [GR] Chance for stacking Crit Severity buff on firing Ranged weapons
  • [GR] Chance to deal Electric damage when using Sweeping Strikes
  • [GR] Chance on any melee attack to knock back the target
  • [SP] Chance for Boarding Party shuttles to be armed.
  • [GR] Ambush has a chance to re-apply when consumed by outgoing damage.
  • [SP] Secondary Shields from Tactical Team
Security Officer
  • [GR] Chance to beam down an additional security escort when using Security Team
  • [GR] Chance to beam down an additional security escort when using Security Team + [GR][SP] Increased damage vs. Elachi
  • [GR] Increased melee Crit Chance & Severity
  • [SP] Extra Threat Generation with Attack Pattern Delta
  • [GR] Chance to Gain Defense Boost When Using Ambush
  • [GR] Using Ambush causes your next attack to deal double damage as a DoT
  • [GR] Your Chroniton Mine Barrier has a chance to Hold targets in place
  • [SP] Strength Through Unity: increased stats after using Bridge Officer Abilities
  • [SP] Strength Through Unity: increased stats after using Bridge Officer Abilities
  • [SP] Strength Through Unity: increased stats after using Bridge Officer Abilities
  • [SP] Toxic Clouds from Torpedoes
  • [GR] Pledge: When your cause is hopeless, the Qowat Milat may help
  • [GR] Chance to beam down an additional Kentari security escort when using Security Team

Engineering department[ | ]

Specialization Descriptions for each variant
Consultant
  • [GR] Bonus Experience Points
  • [GR] Bonus Expertise
  • [GR] Bonus CXP
  • [GR] Bonus Fleet Marks
  • [GR] Bonus Experience and Expertise
  • [SP] Increased Skills from using Commander Bridge Officer Abilities
Damage Control Engineer
  • [SP] Chance to reduce the recharge time for Emergency Power to subsystem abilities
  • [SP] Chance to reduce the recharge time for Emergency Power to subsystem abilities; [GR][SP] Increased damage vs. Elachi
  • [SP] Chance to add Hull Healing Over Time to Auxiliary Power to Structural Integrity Field
  • [SP] While using Auxiliary to Structural Integrity Field, Placate next attacker
  • [GR] Gives a minor Resistance buff to any target of your Quick Fix.
  • [GR] Adds Electrical Damage to Weapons Malfunction
  • [SP] Novel Troubleshooting: Remove a Buff from Foes targeted by Engineering Bridge Officer Abilities
Diagnostic Engineer
  • [GR] Chance to increase ranged damage with Equipment Diagnostics
  • [GR] Chance to grant 99% Shield Damage Resistance when using Shield Recharge
  • [GR] Gives your Weapons Malfunction a chance to chain to nearby enemies
  • [GR] Self Weapon Dmg from Delegated Devastation
  • [SP] Chance to gain Aux Power from Hull Heals
  • [GR] Chance for flank attacks to deploy an Exocomp ally
Fabrication Engineer
  • [GR] Chance to beam in an additional Support Drone
  • [SP] Space Operational Asset Cooldown Reduction
  • [SP] Increases the duration of Reverse Shield Polarity
  • [SP] Tricobalt Torpedoes have a chance of higher flight speed
  • [SP] Chance for Transfer Shield Strength to increase Auxiliary Power
  • [SP] Increased Skills from using Ensign Bridge Officer Abilities
  • [SP] Increased Skills from using Lieutenant Bridge Officer Abilities
  • [SP] Increased Skills from using Lt Commander Bridge Officer Abilities
  • [SP] Increased Skills from using Commander Bridge Officer Abilities
  • [SP] Cooperative Computing: trigger an extra Bridge Officer Ability after using one
  • [SP] Cooperative Computing: trigger an extra Bridge Officer Ability after using one
  • [SP] Cooperative Computing: trigger an extra Bridge Officer Ability after using one
Maintenance Engineer
  • [SP] Recharge time reduced for Engineering Team and Buff
  • [SP] Additional buffs applied based on type of battery activated
  • [SP] Increases Healing Skills when using Emergency Power to Auxiliary
  • [SP] Chance to immobilize enemies when activating Eject Warp Plasma
  • [SP] Talented Smuggler: Chance on using a Battery Device, Deploy Turret Device, or Distress Call Device to trigger Evasive Maneuvers III
Matter-Antimatter Specialist
  • [SP] Chance to immobilize enemies when activating Eject Warp Plasma
  • [SP] Increase Control Expertise when using Emergency Power to Engine
  • [SP] Increase Energy Resistance and Buff Duration when using Auxiliary Power to Inertial Dampeners
  • [SP] Chance to set target's Weapons Offline with Aceton Beam
  • [SP] Chance for Gravity Well to knock enemy Engines Offline
  • [SP] Chance for Directed Energy Modulation to apply Accuracy buff to team
Systems Engineer
  • [SP] Chance to shut down additional subsystems after X sec when using Viral Matrix
  • [SP] Chance to shut down additional subsystems after X sec when using Viral Matrix + [GR][SP] Increased damage vs. Elachi
  • [SP] Chance for Viral Matrix to spread to additional targets
  • [SP] Reduces Weapon subsystem energy drain while using Directed Energy Modulation
  • [SP] Chance to add power to all Sub-Systems
  • [GR] Combat Supply has a chance to set up Chroniton Mines
  • [GR] Support Drones can Self Destruct
Technician
  • [SP] Recharge of bridge officer abilities reduced after Auxiliary to Battery
  • [SP] Recharge time on bridge officer abilities reduced + [GR][SP] Increased damage vs. Elachi
  • [SP] Additional Auxiliary Power Buff while Cloaked
  • [SP] Recharge time reduced for Engineering Team and Buff
  • [GR] Adds Electrical Damage to Tachyon Harmonic vs. Non-Living Enemies
  • [SP] Increase Exotic Damage when using Emergency Power to Auxiliary
  • [SP] Drains target shields with Tractor Beam
Warp Core Engineer
  • [SP] Chance of temporarily improving your ship power on use of any Emergency Power ability
  • [SP] Chance of removing all debuffs on use of any Emergency Power ability
  • [SP] Chance to reduce Singularity Lockout with Emergency Power abilities
  • [SP] Increased Shield Damage Resistance to self when using Extend Shields

Operations department[ | ]

Specialization Descriptions for each variant
Deflector Officer
  • [SP] Chance to reduce the recharge time for Deflector abilities
  • [SP] Chance to reflect damage while using Polarize Hull
  • [SP] Chance to gain Aux Power when activating Exotic Damage abilities
  • [SP] Increased Exotic Damage from Singularity Activation
  • [SP] Free Association: reduce other Bridge Officer Ability cooldowns after using one
  • [SP] Free Association: reduce other Bridge Officer Ability cooldowns after using one
  • [SP] Free Association: reduce other Bridge Officer Ability cooldowns after using one
Explosives Expert
  • [GR] Chance to beam in an additional Quantum Mortar
  • [SP] Torpedo Taunt/Placate (based on Threatening Stance)
  • [GR] Chance to Disable Weapons with Chroniton Mines
  • [GR] Chance for Exothermic Induction Field to fire projectiles
  • [GR] Stun Grenade now sticks to your target and explodes after 3 seconds
  • [GR] Chance to cause Radiation AOE on Exploit Attack
  • [GR] Coordinate Bombing Strike gains Knockback chance
Flight Deck Officer
  • [SP] Reduce the time to recharge hangar bays and Boarding Party
  • [SP] Increase carrier Defense while in Recall Mode
  • [SP] Increase carrier pet Accuracy while in Intercept Mode
  • [SP] Increase carrier pet Damage while in Escort Mode
  • [SP] Chance to double the number of shuttles launched with Boarding Parties
  • [SP] Chance to reduce the time to recharge Call Emergency Artillery
Hazard System Officer
  • [SP] Damage resistance buff with Ramming Speed and Brace for Impact
  • [SP] Damage resistance buff with Ramming Speed and Brace for Impact + [GR][SP] Increased damage vs. Elachi
  • [SP] Chance to drain target's subsystem energy when using Aceton Beam
  • [GR] Your Fuse Armor has a chance to deal double damage
  • [SP] Adds Hull Restoration from Rally Point Marker and Needs Of The Many
Quartermaster
  • [GR] Reduces recharge time for Combat Supply
  • [GR] Ground Operational Asset Discount
  • [GR] Space Operational Asset Discount
  • [SP] Recharge time reduced on all Batteries
  • [GR] Causes Cover Shield to give a Resistance buff to nearby allies
  • [GR] Chance for Fire on my Mark to expose target
Sensors Officer
  • [SP] Debuff target's offensive damage with Sensor Scan
  • [SP] Debuff target's offensive damage with Sensor Scan+ [GR][SP] Increased damage vs. Elachi
  • [SP] Increases Damage Threshold to Break Jam Sensors
  • [GR] Target Optics debuffs enemy Damage Resistance
Tractor Beam Officer
  • [SP] Drains target shields with Tractor Beam
  • [SP] Drains target shields with Tractor Beam + [GR][SP] Increased damage vs. Elachi
  • [SP] Drains Engine Subsystem with Tractor Beam Repulsors
  • [SP] Tractor Beam Repulsors now Pulls nearby enemy ships.
Transporter Officer
  • [SP] Chance to remove hostile boarding parties with Transfer Shield Strength
  • [GR] Chance to create a Medical Generator or Shield Generator when the other is used.
  • [GR] Decreases Recharge Time of Ground Combat Pet Devices and Consumables

Science department[ | ]

Specialization Descriptions for each variant
Astrometrics Scientist
  • [SP] Recharge time reduced on all Transwarp abilities
  • [SP] Chance of Collecting Additional R&D Materials
  • [SP] Improved Mask Energy Signature
  • [SP] Chance to set target's Engines Offline with Subnucleonic Beam
  • [SP] Improved Hazard Emitters
  • [SP] Chance for Hazard Emitters to apply an additional heal after 15 seconds
  • [SP] Subnucleonic Carrier Wave can knock random subsystems offline
  • [SP] Experimental Shield Tech: chance to trigger Temporary Health on using Shield Heal
Biologist
  • [GR] Increases the duration of Anesthezine Gas and Tricorder Scan debuffs.
  • [SP] Debuffs the recharge times of those affected by Scramble Sensors
  • [SP] Debuffs the recharge times of those affected by Scramble Sensors; [GR][SP] Increased damage vs. Elachi
  • [GR] Increases the duration of Anesthezine Gas and Tricorder Scan debuffs.; [GR][SP] Increased damage vs. Voth
  • [GR] Chance for Vascular Regenerator to apply an additional heal after 10 seconds
  • [SP] Chance for Accuracy Buff after activating Exotic Damage
Botanist
  • [GR] Chance for Melorazine and Dylovene to affect your entire team when used.
Development Lab Scientist
  • [SP] Recharge time reduced for Science Team and Buff
  • [SP] Recharge time reduced for Science Team and Buff.; [GR][SP] Increased damage vs. Voth
  • [SP] Adds Resistance Debuff to Feedback Pulse
Geologist
  • [GR] Chance to reduce cooldown on Exothermic Induction Field and Hyperonic Radiation
  • [GR] Chance to create a Phasic Instability which draws enemies toward it.
  • [GR] Chance to root foes affected by your Exothermic Induction Field
Gravimetric Scientist
  • [SP] Chance to create an aftershock Gravity Well
  • [SP] Chance to create an aftershock Gravity Well + [GR][SP] Increased damage vs. Elachi
  • [SP] Chance to create an aftershock Tyken's Rift
  • [SP] Reduce Cooldown on Exotic Damage abilities when creating anomalies.
  • [SP] Singularity decays slower while Cloaked
  • [SP] Chance to apply Radiation damage on use of Charged Particle Burst
  • [SP] Improved Repel for Photonic Shockwave, but removes Disable component
  • [GR] PBAoE Shield Heal from Resonant Tachyon Stream
Photonic Studies Scientist
  • [SP] Reduce recharge time of Photonic abilities
  • [SP] Chance to trigger a Photonic Aftershock
  • [SP] Chance to trigger a Photonic Aftershock + [GR][SP] Increased damage vs. Elachi
Research Lab Scientist
  • [SP] Chance to Placate when using Charged Particle Burst
  • [SP] Chance to Placate when using Charged Particle Burst + [GR][SP] Increased damage vs. Voth
  • [GR] Adds Electrical Damage to Stasis Field.
  • [GR] Chance to Confuse with Neural Neutralizer
  • [SP] Chance for -15 sec recharge on shield heals when using Science Team
  • [GR] Chance for Stasis Field to spread to one additional target.
  • [SP] Tachyon Beam pulls your target closer to you
  • [SP] Increased Skills from using Ensign Bridge Officer Abilities
  • [SP] Increased Skills from using Lieutenant Bridge Officer Abilities
  • [SP] Increased Skills from using Lt Commander Bridge Officer Abilities
  • [SP] Increased Skills from using Commander Bridge Officer Abilities
  • [GR] Chance to gain a Saurian ally when using a Kit Module
Warp Theorist
  • [SP] Applies a turn rate debuff with Tachyon Beam
  • [SP] Increased Turn Rate at Full Impulse
  • [SP] Singularity decays slower at Full Impulse
  • [SP] Chance to disable one subsystem when using Energy Siphon
  • [SP] Adds Control Expertise from EMP Probe and Ionic Turbulence

Medical department[ | ]

Specialization Descriptions for each variant
Biochemist
  • [GR] Adds a damage resistance debuff when most Science Kit debuffs are applied
  • [GR] Recharge time reduced on all Stims, Shield Charges and Power Cells
  • [GR] Chance for Nanite Health Monitor to have extra charges.
  • [GR] Adds a Rooted effect to Sonic Pulse
  • [GR] Anesthizine Gas projectile now sticks to your target and explodes after 3 seconds
  • [SP] Reduce Threat after activating Exotic Damage
  • [GR] Movement Boost from Frictionless Particle Grenade
  • [GR] Improves science healing powers used on copper-based blood species
Counselor
  • [GR] Chance to apply a Willpower buff when Science Buff or Heal is used.
Doctor
  • [GR] On use of Medical Tricorder or Vascular Regenerator, chance to increase your maximum hit points
  • [GR] Chance to trigger an additional small heal when using Triage or Medical Tricorder
  • [GR] Chance to trigger an additional small heal when using Triage or Medical Tricorder; [GR][SP] Increased damage vs. Elachi
  • [GR] Chance to reduce recharge on Science Kit heals
Medic
  • [GR] Chance to beam down additional medical support when using a hypo
  • [GR] Chance to beam down additional medical support when using a hypo + [GR][SP] Increased damage vs. Elachi
  • [SP] Increases Hull Regeneration
Nurse
  • [GR] Chance to beam down additional medical support when using a hypo
  • [GR] Chance to beam down additional medical support when using a hypo + [GR][SP] Increased damage vs. Elachi
  • [SP] Increases Hull Regeneration
  • [GR] Chance to activate an EMH Mk I when using a hypo
  • [GR] Kit Recharge bonus to Healed Targets

Civilian department[ | ]

Specialization Descriptions for each variant
Advisor
  • [GR] Remove debuffs with Overwatch
  • [GR] Reduce recharge time for psionic traits
  • [SP] Chance to reduce recharge on hull heals when using any shield heal
Bartender ''No duty officer powers''
Chef ''No duty officer powers''
Colonist ''No duty officer powers''
Diplomat
  • [SP] Team abilities grant a chance to drain attacker's Weapon Power
  • [SP] Chance of Heal from Reverse Shield Polarity, Feedback Pulse
  • [SP] Heartfelt Appeal: Chance on using a Science Ability on Foes to reduce incoming Heals to that Foe by 50% and cause the next few to Heal your own ship also
Entertainer
  • [SP] Chance to inhibit target's Perception on use of beams and cannons
  • [GR] Grants a temporary bonus to Dodge for anyone who spends a short time dancing under your Subspace Party Amplifier
Miner ''No duty officer powers''
Prisoner ''No duty officer powers''
Refugee ''No duty officer powers''
Trader
  • [GR] Grant Gold-Pressed Latinum on Defeating Nearby Enemies

Duty Officer Roster[ | ]

Roster size[ | ]

See also: Duty Officer Roster Slots.

The standard roster size is 100 duty officers, but this can be increased up to a total of 500 through Zen Store purchase options consisting of 25 more slots for 225 Zen small icon or 100 more slots for 725 Zen small icon.

Obtaining more Duty Officers[ | ]

See more: Duty officer/Special

Additional Duty Officers can be obtained in various ways and in many map locations:

Rarity Any Type Tactical/Security Engineering/Operations Science/Medical
Common 500 Fleet Credits
(Starbase I)
750 Fleet Credits
(Shipyard II)
750 Fleet Credits
(Industrial Fabricator II)
750 Fleet Credits
(Communications Array II)
Uncommon 5,000 Fleet Credits
(Starbase II)
7,500 Fleet Credits
(Shipyard III)
7,500 Fleet Credits
(Industrial Fabricator III)
7,500 Fleet Credits
(Communications Array III)
Rare 10,000 Fleet Credits
(Starbase III)
15,000 Fleet Credits
(Shipyard IV)
15,000 Fleet Credits
(Industrial Fabricator IV)
15,000 Fleet Credits
(Communications Array IV)
Very Rare 20,000 Fleet Credits
(Starbase IV)
30,000 Fleet Credits
(Shipyard V)
30,000 Fleet Credits
(Industrial Fabricator V)
30,000 Fleet Credits
(Communications Array V)

Dismissing Duty Officers[ | ]

If you wish to get rid of one or more of duty officers (DOFFs), you can select "dismiss" and get an amount of Dilithium Ore and Recruitment CXP based upon their rarity. Note that certain DOffs like the Emergency Medical Hologram do not return any dilithium or XP upon dismissal. Generally speaking, it isn't as profitable to dismiss a Duty Officer as it is to donate one or more to your fleet projects. At first, fleet projects require common (white) DOFFs, which are removed from your ship's roster and placed on permanent assignment in the fleet structures.

  • Dismissing a Common: 1 Dilithium Ore icon and 10 Recruitment XP
  • Dismissing an Uncommon: 10 Dilithium Ore icon and 25 Recruitment XP
  • Dismissing a Rare: 25 Dilithium Ore icon and 100 Recruitment XP
  • Dismissing a Very Rare: 50 Dilithium Ore icon and 250 Recruitment XP.

Another way to dispose of unwanted duty officers is to exchange either five low quality duty officers for one higher quality officer at the personal officers at the academy, or to exchange one high quality duty officer for three lower quality officers:

(Does not apply to Prisoners, Ultra Rare or Epic duty officers)

  • Reassign 5 Common for 1 Uncommon (costs 500 Dilithium Ore icon or 600 Dilithium Ore icon at race specific vendor): 25 Recruitment XP
  • Reassign 5 Uncommon for 1 Rare (costs 2500 Dilithium Ore icon or 3000 Dilithium Ore icon at race specific vendor): 100 Recruitment XP
  • Reassign 5 Rare for 1 Very Rare (costs 5000 Dilithium Ore icon or 6000 Dilithium Ore icon at race specific vendor): 500 Recruitment XP
  • Exchanging an Uncommon for 3 Common: 50 Recruitment XP
  • Exchanging a Rare for 3 Uncommon: 150 Recruitment XP
  • Exchanging a Very Rare for 3 Rare: 300 Recruitment XP

Players of the Klingon faction additionally have the following assignments to "dismiss" duty officers (other than prisoners/colonists/refugees) for a reward:

Species[ | ]

See also: List of duty offices for each species.

There are currently 65 different species of duty officers.

Available for all factions

  • Acamarian
  • Aenar
  • Alien
  • Andorian
  • Bajoran
  • Baku
  • Benthan
  • Benzite
  • Betazoid
  • Bolian
  • Breen
  • Bynar
  • Caitian
  • Cardassian
  • Deferi
  • Deltan
  • El-Aurian
  • Ferengi
  • Gorn
  • Hierarchy
  • Hirogen
  • Horta
  • Human
  • Jem'Hadar
  • Kazon
  • Kentari
  • Klingon
  • Kobali
  • Krenim
  • Lethean
  • Liberated Borg
  • Lukari
  • Malon
  • Na'kuhl
  • Nausicaan
  • Ocampan
  • Orion
  • Photonic
  • Reman
  • Rigelian
  • Risian
  • Romulan
  • Saurian
  • Suliban
  • Talaxian
  • Tellarite
  • Tholian
  • Trill
  • Vorta
  • Voth
  • Vulcan
  • Xindi-Aquatic
  • Xindi-Arboreal
  • Xindi-Insectoid
  • Xindi-Primate
  • Xindi-Reptilian
  • Yridian


Federation-aligned only

  • Exocomp
  • Karemma
  • Paradan
  • Tosk

Klingon-aligned only

  • Dosi
  • Ferasan
  • Hunters
  • Wadi


Personal assignments[ | ]

By choosing to Visit the Bridge (which is an option from the small drop down arrow at the bottom-right of the mini-map) you can walk to other parts of the ship where certain officers will offer a list of specialized assignments in specific categories. Some of these officers also offer unique assignments to acquire consumables (ship batteries, hypos, etc.).

The assignments offered reset every 20 hours and are specific to your ship, so visiting another player's ship will present different assignments.

A small number of assignments are also specific to certain sectors, in particular the exploration clusters, where you will often find additional Colonial assignments.

Ship interior contacts include:

References[ | ]


v · d · e
Duty officer specializations
Tactical Conn Officer (Evasive Maneuvers: F/K/R, Tactical Team: F/K/R) • Energy Weapons Officer (F/K/R) • Ground Warfare Specialist (F/K) • Projectile Weapons Officer (F/K/R) • Shield Distribution Officer (F/K/R) • Space Warfare Specialist (F/K) • Warfare Master
Security Armory Officer (F/K/R) • Assault Squad Officer (F/K/R) • Security Officer (F/K/R)
Engineering Consultant (F/K) • Damage Control Engineer (F/K/R) • Diagnostic Engineer (F/K/R) • Fabrication Engineer (F/K/R) • Maintenance Engineer (F/K/R) • Matter-Antimatter Specialist (F/K) • Systems Engineer (F/K/R) • Technician (F/K/R) • Warp Core Engineer (F/K)
Operations Deflector Officer (F/K/R) • Explosives Expert (F/K/R) • Flight Deck Officer (F/K) • Hazard System Officer (F/K/R) • Quartermaster (F/K/R) • Sensors Officer (F/K/R) • Tractor Beam Officer (F/K/R) • Transporter Officer (F/K/R)
Science Astrometrics Scientist (F/K/R) • Biologist (F/K/R) • Botanist (F/K/R) • Development Lab Scientist (F/K/R) • Geologist (F/K/R) • Gravimetric Scientist (F/K/R) • Photonic Studies Scientist (F/K/R) • Research Lab Scientist (F/K/R) • Warp Theorist (F/K/R)
Medical Biochemist (F/K/R) • Counselor (F/K) • Doctor (F/K/R) • Medic (K) • Nurse (F/R)
Civilian Advisor (F/K/R) • Bartender (F/K/R) • Chef (F/K/R) • Colonist (F/K) • Diplomat (F/K/R) • Entertainer (F/K/R) • MinerPrisoner (F/K) • Refugee (F/K/R) • Trader (F/K/R)
Legend & info

v · d · e
Character development in Star Trek Online
QueueSpace Bridge Officer abilitiesQueueSpaceQueueGround Captain SpecializationsQueueSpaceQueueGround Career paths
QueueSpace Active Duty Officer SlotsQueueGround KitsQueueSpaceQueueGround SkillsQueueSpace Starship typesQueueSpaceQueueGround Traits
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