Miracle Workers are the galaxy's best, using their ingenuity and years of experience to come up with creative solutions to abnormal problems and know the real limitations on their equipment.
The Miracle Worker Specialization is a Primary Captain Specialization released with Season 14. Miracle Workers lean heavily on healing and weapon enhancing abilities, belying their roots as an engineering-heavy specialization.
Miracle Worker
Space Skill & Ground Skill
While the Miracle Worker specialization is active, your Hull Regeneration and Health Regeneration will be increased.
This bonus increases by a small amount for each point spent in the Specialization.
(You must have at least 1 point spent in this Specialization to gain this bonus.)
Scaling bonus:
Tiers overview[]
Available by default.
Title | Details | |
---|---|---|
Frequency Refocuser | Ground Skill
Activating any Hitpoint Heal will increase your Critical Hit Chance for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.
| |
Cauterize | Ground Skill
Once every several seconds, suffering damage from a Damage-over-Time effect will remove all Damage-over-Time effects from you.
| |
Percussive Maintenance | Ground Skill
Using Melee Attacks will increase your Outgoing Healing and Run Speed for a short duration. This effect cannot stack, but subsequent attacks within its time will refresh its duration.
| |
Stable Emitter | Ground Skill
Once every several seconds, suffering from a Shield Drain will automatically apply Shield Regeneration and Increased Maximum Shield Capacity for a short duration.
| |
Off and On Again | Ground Skill
Once every several seconds, automatically cleanse Ranged Weapons Offline status.
| |
Embolden | Space Skill
Activating any Hull Heal will increase your Critical Hit Chance for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.
| |
Automated Leak Detection I | Space Skill
Being affected by a Subsystem Power Drain will automatically remove it. For a short duration after, you become immune to Subsystem Power Drains from foes.
| |
Automated Leak Detection II | Space Skill
Being affected by a Subsystem Power Drain will automatically remove it. For a short duration after, you become immune to Subsystem Power Drains from foes, and your outgoing Subsystem Power Drain effects will be increased in effectiveness.
| |
Seal the Deck | Space Skill
Once every several seconds, suffering damage from a Damage-over-Time effect will remove all Damage-over-Time effects from you.
| |
Reflexive Emitters | Space Skill
Once every several seconds, suffering from a Shield Drain will automatically apply Shield Regeneration and Increased Maximum Shield Capacity for a short duration.
|
Unlocks after choosing 5 abilities from this specialization.
Store Unlock:
- 8 points spent - unlock:
- Ability to purchase Common Miracle Worker Kit Modules I from the Dilithium Store
Officer Training R&D School Unlock:
- 10 points spent - unlock:
- Ability to craft Miracle Worker Specialization Qualification for Bridge Officers
Title | Details | |
---|---|---|
Throw Out the Manual I | Space Skill & Ground Skill
Your outgoing Hull Heals and Hitpoint Heals gain a chance to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity.
| |
Throw Out the Manual II | Space Skill & Ground Skill
Your outgoing Hull Heals and Hitpoint Heals gain a chance to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity.
| |
Throw Out the Manual III | Space Skill & Ground Skill
Your outgoing Hull Heals and Hitpoint Heals gain a chance to Critically Heal, granting a bonus to the amount healed based on your Heal Critical Severity.
| |
Fix'Em'Up I | Space Skill & Ground Skill
Activating any Heal will increase the Damage Resistance Rating of the healed ally (or self) for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.
| |
Fix'Em'Up II | Space Skill & Ground Skill
Activating any Heal will increase the Damage Resistance Rating of the healed ally (or self) for a short duration. This effect cannot stack, but subsequent heals within this time will refresh its duration.
|
Unlocks after choosing 10 abilities from this specialization.
Store Unlock:
- 13 points spent - unlock:
- Ability to purchase Uncommon Miracle Worker Kit Modules II from the Dilithium Store
Starship Trait Unlock:
- 15 points spent - unlock:
- Going the Extra Mile (Heals are more effective and can add Hull Capacity)
Title | Details | |
---|---|---|
Punch It! | Ground Skill
After Sprinting, you will gain an increased Control Resistance and Bonus Physical Damage with Melee Attacks for a short duration.
| |
Shrug it Off I | Ground Skill
You will gain additional Damage Resistance Rating vs Critical Hits.
| |
Shrug it Off II | Ground Skill
You will gain additional Damage Resistance Rating vs Critical Hits.
| |
Push Through I | Ground Skill
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.
| |
Push Through II | Ground Skill
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.
| |
Simplified Plumbing | Space Skill
After Ramming Speed or Full Impulse, your power levels will be instantly restored to their normal setting
| |
Tough Little Ship I | Space Skill
You will gain additional Damage Resistance Rating vs Critical Hits.
| |
Tough Little Ship II | Space Skill
You will gain additional Damage Resistance Rating vs Critical Hits.
| |
No Risk, No Reward I | Space Skill
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.
| |
No Risk, No Reward II | Space Skill
After receiving a Critical Hit or Critical Heal, your Incoming Healing and Outgoing Damage will be increased for a short duration.
|
Unlocks after choosing 15 abilities from this specialization.
Store Unlock:
- 18 points spent - unlock:
- Ability to purchase Rare Miracle Worker Kit Modules III from the Dilithium Store
- 27 points spent - unlock:
- Ability to purchase Very Rare Miracle Worker Kit Modules IV from the Dilithium Store
Officer Training R&D School Unlock:
- 22 points spent - unlock:
- Ability to craft Miracle Worker Specialization Rank III Training Manuals for Bridge Officers
Starship Trait Unlock:
- 30 points spent - unlock:
- Improved Going the Extra Mile (further improvement to Captain and Bridge Officer healing abilities)
Title | Details | |
---|---|---|
Over-Estimation | Space Skill & Ground Skill
Activating a Hull Heal or Hitpoint Heal grants the targeted ally (or self) an amount of Temporary Hitpoints equal to a percentage of the healing they receive.
| |
Back in the Fight I "Active" |
Ground Skill
Activate this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs Ranged Offline effects.
| |
Back in the Fight II "Active" |
Ground Skill
Activate this ability to grant you and your teammates increased Maximum Hitpoints, Incoming Healing, Run Speed, and Resistance Rating vs Ranged Offline effects.
| |
Give Her All She's Got I "Active" |
Space Skill
Activate this ability to grant you and your teammates increased Maximum Hull Capacity, Incoming Hull Healing, Turn Rate, and Resistance Rating vs Subsystem Offline effects.
| |
Give Her All She's Got II "Active" |
Space Skill
Activate this ability to grant you and your teammates increased Maximum Hull Capacity, Incoming Hull Healing, Turn Rate, and Resistance Rating vs Subsystem Offline effects.
|
Miracle Worker bridge officers[]
Any Tactical, Engineering or Science bridge officer can be trained in Miracle Worker specialization by using the [Specialization Qualification - Miracle Worker]. Said item is unlocked for crafting in the Officer Training R&D School once 10 points have been spent in Miracle Worker Specialization, or may be purchased from the Exchange.
Common Miracle Worker Specialist Bridge Officers can also be purchased from Bridge Officer Requisition Officer for a modest dilithium fee.
Discovery Operations Pack from the Zen Store contains two Very Rare Miracle Worker bridge officers: Marta Okataya and Ha'tesh Ep'sukht. Three Very Rare Jem'Hadar Vanguard Bridge Officers from the Gamma Vanguard Pack are trained in all specializations, including Miracle Worker.
Bridge officer abilities[]
While Miracle Worker specialization is very engineering-oriented, available boff abilities range from defensive to offensive, including a variety of boosts to both healing and tanking, and energy weapons damage. This abilities allow you to push your ship to its very limits, using every last bit of power to find your way out of fight.
Space abilities[]
Align Shield Frequencies | |
By aligning shield frequencies with nearby allies, the harmonic resonations increase the resistance and regeneration rates of all of your shields, with an increasing effect for everyone whose shield is harmonized this way. | |
Deploy Gravitic Induction Platform | |
Deploys a Gravitic Induction Platform that modifies the local gravitational constant to pull in nearby foes, and also dampens their shields, decreasing their ability to stop damage from hitting the hull. | |
Destabilize Warp Core | |
You shoot a burst of energy, destabilizing the target's warp core. While in this state, it leaks radiation, continuously damaging them, and making it explode a second time if they die while their warp core is destabilized. | |
Energy Weapons: Exceed Rated Limits | |
Pushes your Energy Weapons well past their rated limits; causing them to fire significantly faster and drain no weapons power while doing so. However, while active, the additional strain on your system continuously damages your hull and bleeds your power levels. | |
Mixed Armaments Synergy | |
By firing multiple different types of weapons, you lessen the repeated stress on your ship components, channeling this extra bandwidth into increased effectiveness for your weapon types. | |
Narrow Sensor Bands | |
By focusing your ship's sensor bands, you gain immunity to confuse and placate abilities, and also gain Bonus Energy Weapon Damage against targets near to you, as you are more able to locate their weak points. | |
Null Pointer Flood | |
By flooding the nearby space with garbage data designed to cause receiving systems to suffer null pointers, stack overflows, and other exceptions, you overwhelm the targeting systems of torpedoes, mines, and small pets. Additionally, it has a chance to exploit a vulnerability in even larger foes, confusing and placating them while they recover. | |
Overwhelm Power Regulators | |
Overwhelms the target's power regulators, causing them to dump a massive amount of power from their subsystems and take electrical damage over time, with a chance of taking entire subsystem offline entirely. | |
Reroute Shields to Hull Containment | |
Reroutes all of your power from your Shields subsystem into the Structural Integrity Field; completely depleting your Shield facings and power, but giving you a substantial boost to Hull Capacity, Regeneration, and Damage Resistance Rating. Shield Power will gradually build up after use. | |
Torpedoes: Nanite Repair Payload | |
Loads a torpedo infused with Repair Nanites into your torpedo bays. While there, they heal your starship, and when fired, the torpedo will heal the ally it hits. |
Ground abilities[]
Generate Ablative Protection | |
Temporarily diverts the power from your Personal Shield Generator into an Ablative Protection generator, completely depleting your Shield, but giving you a boost to Maximum Hitpoints, Regeneration, and Damage Resistance Rating. After a short delay, your Shield will come back online and may regenerate if you are not currently taking damage. | |
Gravitic Induction Field | |
Modifies the local gravitational constant, forcing most enemies to move slower and completely stopping some for a short duration. | |
Harmonized Shields | |
By synchronizing shields with nearby allies, the harmonic resonations increase the resistance and regeneration rates of all of your shields, with an increasing effect for everyone whose shield is harmonized that way. | |
Logic Bomb | |
By flooding the nearby space with garbage data designed to cause receiving systems to suffer null pointers, stack overflows, and other exceptions, you overwhelm the targeting systems of electronic subsystems, confusing and placating them while they recover. Additionally, it has a chance to break the intricate systems on ranged weapons, disabling them. | |
Overload Power Cells | |
You overload your Weapon's Power Cells, causing the extra damage to pour off the main target hit into other nearby targets. However, for the duration, you suffer a continuous Shield Drain and take Electrical Damage over Time. | |
Technical Mishap | |
Shorts out the electronic equipment on the targeted foe, causing it to continuously damage them. If they die while their equipment is in this volatile state, that equipment explodes, dealing significant kinetic damage to foes in the surrounding area. | |
Throw Regenerative Nanite Canister | |
Throws a Canister of Regenerative Nanites that heal all allies for a short duration. The concentration of nanites is highest in the center. | |
VISOR Emulation Overlay | |
By using the extra data from additional light spectrums to augment your targeting systems, you gain immunity to confuse and placate effects, as well as increasing your Ranged Weapon Damage. |
Miracle Worker starships[]
The following playable starships can be classified as Miracle Worker Starships:
Innovation Effects[]
Miracle Worker vessels have access to the Innovation mechanic, which reflects the ingenious solutions you and your crew can pull out of thin air to aid in difficult situations. The mechanic is comprised of two elements:
- Ability Sequence Requirements
- These requirements represent which type of Bridge Officer abilities - Tactical, Engineering or Science - player has to use in order to trigger the Innovation Effect. Player has to activate three boff abilities, and can activate them in any order. Ability Sequence Requirements are randomized each time the mechanic refreshes.
- Innovation Effect
- One of six possible Innovation Effects will be randomly selected each time the Innovation Mechanic refreshes:
- Instinctive Rerouting (Bonus to All Subsystem Power)
- Containment Layering (Temporary Hull based on Max Hull)
- Heisenberg Decoupling (Secondary Shields based on Max Shields)
- Plasma Conduit Purge (Self-Targeted AOE Plasma Damage-over-Time)
- Ingenious Solutions (Bonus to Recharge Speeds for Bridge Officer and Captain Abilities)
- Barclay Maneuver (Photonic Copy of your starship which uses Ramming Speed on a nearby foe)
- One of six possible Innovation Effects will be randomly selected each time the Innovation Mechanic refreshes:
Improved Sector Space Travel[]
All Miracle Worker starships come with a built-in Cyclical Quantum Slipstream Drive which improves Sector Space travel speed of 107.8 (approx Warp 23) for 90 seconds instead of normal 30 seconds. Re-initializing it takes 30 seconds instead of normal 120 seconds.
Universal console slot[]
All Miracle Worker starships are fitted with a versatile Universal Console equipment slot which can hold any Engineering, Science, Tactical, or Universal console. This is an additional Console slot, above and beyond the standard allotment for ships of the same Tier.
Bonus power[]
All Miracle Worker starships have a total of +30 bonus power across various subsystems, whereas other Tier 6 ships have a total of +20.
Hybrid seating[]
All Miracle Worker starships feature a Commander Miracle Worker Bridge Officer seat. Some of these ships feature an additional, lower ranking Miracle Worker boff seating.
Other playable ships with Miracle Worker boff seat[]
A large number of playable Tier 6 starships come with either an Ensign, Lieutenant or Lieutenant Commander Miracle Worker boff seating. However, these ships lack the built-in Innovation Effects and Universal Console Slot, and are thus not considered to be Miracle Worker Starships.
Captain Specializations | |
---|---|
Primary & Secondary | Secondary |
Command Officer • Intelligence Officer • Miracle Worker • Pilot • Temporal Operative | Constable • Commando • Strategist |