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. items have 1 modifier, has 2, has 3, has 4, and has 5. 2 of the same mod is shown with a "x2" after it. So a 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 is applied to your captain and bridge officers for use on ground maps. Note that bridge officers cannot use kits.
|Body Armor offers players various forms of damage resistance, with some variants providing bonus damage strength.|
|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.|
|Ground weapons, or personal weapons, are the main offensive tools for players, and come in two different forms: melee and ranged.|
|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.|
|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.
|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.|
|Deflector Dishes boost various Science-based skills, and some Engineering-based skills, depending on the type of Deflector Dish.|
|Secondary Deflectors, like their Deflector Dish counterparts, boost various Science-based skills, depending on the type of Secondary Deflector.|
|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.|
|Ship Shields protect your starship against incoming attacks. Different shield variants have differences in capacities, regeneration, and how much damage they let through.|
|Ship Devices allow for an ability to be operated independently of player and bridge abilities. These can be either consumable or permanent.|
|Ship Weapons are the main offensive tools on a starship. They are divided into three categories: Energy Beam weapons, Energy Cannon Weapons and Kinetic.|
|Consoles are items that boost various ship systems and abilities. These are divided into 4 sub-categories.
|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.