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A Fleet Skill Boost is an item purchased from the Operations Quartermaster in a Fleet Starbase. These consumable devices improve all Engineering, Tactical or Science Space skills, or all Ground skills, for 4 hours. Only one skill boost of each type (Engineering, Tactical, Science and Ground) may be active at any time.

Engineering[ | ]

Engineering skill boosts become available as the Fleet Starbase Industrial Fabricator levels up.

The 14 skills improved by these consumables are:

Hull Capacity,
Electro-Plasma System Flow, Impulse Expertise,
Energized Hull Plating, Ablative Hull Plating, Damage Control,
Weapon Subsystem Performance, Shield Subsystem Performance, Engine Subsystem Performance, Auxiliary Subsystem Performance,
Warp Core Potential, Warp Core Efficiency, and Engineering Readiness.

Prior to the skill system revamp, these items also improved Battery Expertise, Hull Restoration, Sector Space Travel Speed, Subsystem Repair, and Engineering (now Kit Performance) and Shield/Armor ground skills.

Item Effect Cost
[Fleet Engineering Skill Boost - Standard Issue] +1 Engineering Skills for 4 hours 500 Fleet Credits
[Fleet Engineering Skill Boost - Basic Training] +2 Engineering Skills for 4 hours 750 Fleet Credits
[Fleet Engineering Skill Boost - Intermediate Training] +4 Engineering Skills for 4 hours 1000 Fleet Credits
[Fleet Engineering Skill Boost - Improved Training] +6 Engineering Skills for 4 hours 1500 Fleet Credits
[Fleet Engineering Skill Boost - Advanced Training] +8 Engineering Skills for 4 hours 2000 Fleet Credits
[Fleet Engineering Skill Boost - Elite Training] +10 Engineering Skills for 4 hours 2500 Fleet Credits

Tactical[ | ]

Tactical skill boosts become available as the Fleet Starbase Shipyard levels up.

The 9 skills improved by these consumables are:

Energy Weapon Training, Projectile Weapon Training,
Targeting Expertise, Combat Maneuvers,
Weapon Specialization, Weapon Amplification,
Hull Penetration, Shield Penetration,
and Tactical Readiness.

Prior to the skill system revamp, these items also improved Starship Attack Patterns, Starship Weapon Training, Starship Stealth, Starship Threat Control, and Tactical (now Kit Performance) and Weapon Proficiency/Threat Control ground skills.

Item Effect Cost
[Fleet Tactical Skill Boost - Standard Issue] +1 Tactical Skills for 4 hours 500 Fleet Credits
[Fleet Tactical Skill Boost - Basic Training] +2 Tactical Skills for 4 hours 750 Fleet Credits
[Fleet Tactical Skill Boost - Intermediate Training] +4 Tactical Skills for 4 hours 1000 Fleet Credits
[Fleet Tactical Skill Boost - Improved Training] +6 Tactical Skills for 4 hours 1500 Fleet Credits
[Fleet Tactical Skill Boost - Advanced Training] +8 Tactical Skills for 4 hours 2000 Fleet Credits
[Fleet Tactical Skill Boost - Elite Training] +10 Tactical Skills for 4 hours 2500 Fleet Credits

Science[ | ]

Science skill boosts become available as the Fleet Starbase Communications Array levels up.

The 8 skills improved by these consumables are:

Shield Restoration, Shield Capacity,
Control Expertise, Drain Expertise,
Shield Regeneration, Shield Hardness,
Exotic Particle Generator,
and Scientific Readiness.

Prior to the skill system revamp, these items also improved Starship Perception and Science (now Kit Performance) and Willpower ground skills.

Item Effect Cost
[Fleet Science Skill Boost - Standard Issue] +1 Science Skills for 4 hours 500 Fleet Credits
[Fleet Science Skill Boost - Basic Training] +2 Science Skills for 4 hours 750 Fleet Credits
[Fleet Science Skill Boost - Intermediate Training] +4 Science Skills for 4 hours 1000 Fleet Credits
[Fleet Science Skill Boost - Improved Training] +6 Science Skills for 4 hours 1500 Fleet Credits
[Fleet Science Skill Boost - Advanced Training] +8 Science Skills for 4 hours 2000 Fleet Credits
[Fleet Science Skill Boost - Elite Training] +10 Science Skills for 4 hours 2500 Fleet Credits

Ground[ | ]

Ground skill boosts become available as the Fleet Starbase Shipyard levels up.

The 10 skills improved by these consumables are:

Weapon Proficiency, Weapon Criticals, Weapon Penetration,
Combat Armor, Endurance Training, Regeneration,
Personal Shields, Personal Shield Hardness,
Kit Performance and Kit Efficiency.
Item Effect Cost
[Fleet Ground Skill Boost - Standard Issue] +1 Ground Skills for 4 hours 500 Fleet Credits
[Fleet Ground Skill Boost - Basic Training] +2 Ground Skills for 4 hours 750 Fleet Credits
[Fleet Ground Skill Boost - Intermediate Training] +4 Ground Skills for 4 hours 1000 Fleet Credits
[Fleet Ground Skill Boost - Improved Training] +6 Ground Skills for 4 hours 1500 Fleet Credits
[Fleet Ground Skill Boost - Advanced Training] +8 Ground Skills for 4 hours 2000 Fleet Credits
[Fleet Ground Skill Boost - Elite Training] +10 Ground Skills for 4 hours 2500 Fleet Credits
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