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Players are able to utilize various types of Equipment on their ship, captain and bridge officers. The equipment chosen will have an effect on the mission as they face many foes from many different races. The correct choice of equipment could be the difference between success and failure.

These can be bought or found in combat as loot. Unwanted equipment can be sold to vendors or on the exchange, traded with other players or salvaged. Note that Bound items cannot be sold on the Exchange or traded with other players.

Mark and Quality[]

The stats of an item are affected by its Mark (Mk) and Quality. The Mk corresponds directly to the minimum rank a player must hold in order to be able to equip the item. The higher the mark number, the greater the items' stats and the higher the minimum level of the player that is allowed to equip this item. Mks increase by 2 per rank. So a Mk I item is usable by a Lieutenant, Mk III requires a Lieutenant Commander, Mk IV a Commander and so on. Level Scaling Equipment is an item that increases its stats with your rank automatically (as such, do not need to be upgraded), these are denoted by an infinity (∞) sign in place of a mark.

The quality of an item represents how many modifiers (mods) an item has. An example of a modifier is "[Acc]", which is a boost to accuracy rating. Uncommon items have 1 modifier, Rare has 2, Very Rare has 3, Ultra Rare has 4, and Epic has 5. 2 of the same mod is shown with a "x2" after it. So a Very Rare Mk VIII item requires a Captain to use and has 3 modifiers (lets say 1 Accuracy modifier and 2 Critical Hit modifiers). Such an item would display like this: [Phaser Split Beam Rifle Mk VIII [Acc] [CrtH]x2].

The Gear Upgrade System enables players to improve the quality of their gear items by increasing both their mark and quality. It can be accessed through a button on the bottom-left of the inventory window, or via the right-click menu of upgradable items while they are not equipped.

Re-engineering allows an item's modifier to be re-rolled at a scaling cost of Dilithium and Salvage. The exact cost depends on how many available mods you wish to re-roll. The re-rolling is random, but it will not re-roll to the existing mod.


Many items can be crafted by the player using the Research and Development (R&D) system. 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" for the aforementioned upgrading of exiting items.

Personal equipment[]

Personal equipment is applied to your captain and bridge officers for use on ground maps. Note that bridge officers cannot use kits.

Schematic Body Armor icon.png
Body Armor offers players various forms of damage resistance, with some variants providing bonus damage strength.
Schematic Personal Shield icon.png
Personal Shields protect players by absorbing most of the damage from energy-based attacks and a portion of the damage from physical attacks. They rapidly regenerate once they have not sustained damage for a brief period of time.
Schematic Rifle icon.png
Ground weapons, or personal weapons, are the main offensive tools for players, and come in two different forms: melee and ranged.
Schematic Kit icon.png
Kits consist of two elements: "Kit frames", which hold up to five "Kit modules". Both are specific for the career path of the player and, in contrast to other ground items, cannot be used by your bridge officers. Uncommon and better frames also have stats; modules determine which kinds of clickable abilities the player character has in ground combat.
Small Hypo icon.png
Common icon.png
Ground Devices allow for an ability to be operated independently of player and bridge officer abilities. These can be either be consumable or permanent. There are several types of ground device.
  • Synthale icon.png
    Common icon.png
    Food and Beverages are consumable items that regenerate a portion of the player's health outside of combat, as well as Tribble breeding.
  • Small Shield Charge icon.png
    Common icon.png
    Non-Food consumables are used for several purposes, including healing during combat and bonus damage.
  • Polygeminus grex stahl icon.png
    Common icon.png
    Tribbles are small, round, furry creatures that can grant small bonuses, including healing, damage, health regeneration and damage resistance. Some special Tribbles grant special bonuses.
  • Horta icon.png
    Rare icon.png
    Pets are NPCs summoned by a player that can either be combat or non-combat.
  • Gambling Device icon.png
    Rare icon.png
    Non-consumable Devices cover a wide range of items that do not come under any of the previous categories. Some of these may be cosmetic, while others provide a bonus of some kind.

Starship equipment[]

Matter Anti-Matter Warp Core icon.png Singularity Warp Core icon.png Warp Cores affect sector-space movement speed and confer certain power bonuses. Federation and Klingon ships use Matter/Anti-Matter cores, while Romulan vessels sport Singularity Cores.
Schematic Deflector Array icon.png
Deflector Dishes boost various Science-based skills, and some Engineering-based skills, depending on the type of Deflector Dish.
Deteriorating Secondary Deflector icon.png
Secondary Deflectors, like their Deflector Dish counterparts, boost various Science-based skills, depending on the type of Secondary Deflector.
Schematic Impulse Engine icon.png
Impulse Engines determine a starship's normal flight speed, turn rate, and full impulse speed, based on the base statistics of the ship it is equipped on. Different variants can provide different speeds depending on Engine Power.
Schematic Shield Array icon.png
Ship Shields protect your starship against incoming attacks. Different shield variants have differences in capacities, regeneration, and how much damage they let through.
Auxiliary Battery icon.png
Common icon.png
Ship Devices allow for an ability to be operated independently of player and bridge abilities. These can be either consumable or permanent.
Schematic Beam Array icon.png
Ship Weapons are the main offensive tools on a starship. They are divided into three categories: Energy Beam weapons, Energy Cannon Weapons and Kinetic.
Schematic Console icon.png
Consoles are items that boost various ship systems and abilities. These are divided into 4 sub-categories.
  • Tactical Consoles improve your starships ability to attack with weapons, be it energy based (cannons, beams) or kinetic based (torpedoes, mines).
  • Engineering Consoles improves starship's performance capabilities, including bonus power output, damage resistance, and repair ability bonuses.
Schematic Shuttlecraft - Delta Flyer icon.png
Hangar pets are small, lightweight vessels that can be deployed from ships with hangar bays.

Most are extremely agile, and many have different roles, such as direct damage dealing, debuffing, or supporting friendly vessels. They operate in large numbers, but due to their weak shields and hull, they are easily dispatched.

Whist not individually controlled, players can dispatch orders and commands though the use of carrier commands, which is available on any ship capable of deploying hangar pets.

v · d · e
Gear Upgrade SystemLevel Scaling EquipmentMarkModifierQualityRe-engineeringResearch and Development
Starship Components
Deflectors Regular: StandardGravitonPositronTachyonNeutrino
Special: NeodymiumTal Shiar Tachyon
Set: Aegis GravitonAssimilated(Breen) Polarized ParabolicCounter-CommandDelta AllianceDysonHonor Guard PositronIconian ResistanceJem'HadarKobaliM.A.C.O. GravitonNukaraOmega Force TachyonQuantum PhaseReman PrototypeRomulan PrototypeSol DefenseSolanaeTerran Task Force
Fleet: Fleet Deflector Array
Secondary Deflectors Regular: DeterioratingInhibitingResonating
Set: Solanae
Fleet: Strategic Secondary Deflectors
Impulse Engines Regular: StandardCombatHyper
Special: EfficientCombat HyperDynamic ReroutePrototype Gravitic ModulationTetryon-Plasma (small craft)
Set: Aegis HyperAssimilated Subtranswarp (Standard)(Breen) Supercooled CombatCounter-Command HyperDelta Alliance Hyper-EfficientDyson CombatHonor Guard (Combat)Iconian Resistance HyperJem'Hadar CombatKobali HyperM.A.C.O. StandardNukaraOmega Force HyperQuantum Phase CombatReman Prototype (Combat)Romulan PrototypeSol DefenseSolanae Hyper-EfficientTerran Task Force
Fleet: Fleet Engines
Warp Cores
Regular: StandardDeuterium-StabilizedField StabilizingHyper InjectionOverchargedPlasma-Integrated
Special: Tal Shiar Adapted Borg(Jem'Hadar) Standard
Set: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorDyson Field StabilizingIconian Resistance Hyper InjectionKobali Field StabilizingObelisk Subspace RiftSolanae OverchargedTemporal Phase OverchargedTerran Task Force Quantum Capacitor
Fleet: Fleet Warp Cores
Warp Cores
Regular: StandardField StabilizingHyper InjectionOverchargedPlasma-IntegratedThoron-Infused
Special: Dual Injection
Set: (Breen) Cryoplasma InfusedCounter-Command Hyper InjectionDelta Alliance TrajectorDyson Field StabilizingIconian Resistance Hyper InjectionKobali Field StabilizingSolanae OverchargedTemporal Phase OverchargedTerran Task Force Quantum Capacitor
Fleet: Fleet Singularity Cores
Shield Arrays Regular: StandardCovariantRegenerativeResilient
Special: Hyper-CapacitorMetaphasic (small craft)Numiri RegenerativeParatrinic
Set: Aegis CovariantAssimilated Regenerative(Breen) Dielectric Oscillation ResilientCounter-Command CovariantDelta Alliance UnimatrixDyson RegenerativeHonor Guard CovariantIconian Resistance ResilientJem'Hadar ResilientKobali RegenerativeM.A.C.O. ResilientNukara Crystalline ResilientOmega Force StandardQuantum Phase ResilientReman Prototype CovariantRomulan Prototype CovariantSol Defense CovariantSolanae ResilientTerran Task Force
Fleet: Fleet Space Shields
Ship Weapons Regular: Beam ArrayDual Beam BankTurretCannonDual CannonsDual Heavy CannonsQuad CannonsTorpedo LauncherMine LauncherMissile
Fleet: Fleet Space Weapons
Devices Consumable: BatteriesDeuterium SurplusDewan Herbal Life Support AdditiveHargh'peng Torpedo LauncherPrototype Ablative Jevonite HardpointsSatellite Turrets and Torpedo PlatformsScorpion Fighters
Permanent: Nimbus Pirate Distress CallNon-combat petsRed Matter CapacitorSubspace Field ModulatorTemporal NegotiatorDelta Alliance Reinforcements Beacon
Consoles Regular: Engineering ConsolesScience ConsolesTactical ConsolesUniversal Consoles
Fleet: Advanced Engineering Armor ConsolesAdvanced Engineering RCS ConsolesWeapon Signature Nullifiers and AmplifiersAdvanced Tactical Vulnerability ConsolesParticle Focuser Science Consoles
Hangar Bays All: Hangar pet
Personal Equipment
Regular: VendorsSpecial kit framesKit modulesLegacy Kits
Fleet: Embassy KitsSpire Experimental and Prototype KitsResearch Lab Kits23rd Century Kit ModulesColony World Kits
Regular: Energy DampeningPhysical Augmentation Polyalloy Weave
Recoil CompensatingIntegrated TargetingEnergy Harness
Environmental Suit
Fleet: Fleet Ground Armors
Pistols Compression PistolDual PistolsStun PistolWide Beam Pistol
Rifles Full Auto RifleHigh Density Beam RifleSniper RifleSplit Beam Rifle
Assault Assault MinigunBlast AssaultPulsewave Assault
Other Melee weaponsSpecial Ground Weapons
Fleet: Fleet Ground Weapons
Personal Shields
Regular: Personal ShieldSpecial Shield
Fleet: Fleet Personal Shields
Ground Devices Regular: FoodNon-FoodTribbles