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Modifiers are found on a variety of Uncommon, Rare, Very Rare, Ultra Rare, and Epic items, such as weapons, armor, engines, deflectors, and shields. The greater the rarity, the more modifiers (uncommon 1 mod, rare 2 mods, very rare 3 mods, ultra rare 4 mods and epic 5 mods). The same modifiers may appear multiple times (e.g. [Acc]x2, [Cap]x3, etc.).
Existing modifiers on items can be re-rolled through re-engineering.
The modifiers that exist on each type of item are given below:
Ship Beams | [CrtD] | [CrtH] | [Acc] | [Dmg] | [Snare] | [Thrust] | [Pen] | [Over] | [Arc] | |
Ship Cannons | [CrtD] | [CrtH] | [Acc] | [Dmg] | [Snare] | [Thrust] | [Pen] | [Rapid] | [CrtX] | [Arc] |
Ship Torpedos | [CrtD] | [CrtH] | [Acc] | [Dmg] | [Snare] | [Thrust] | [Pen] | [Spr] | [Arc] | |
Ship Mines | [CrtD] | [CrtH] | [Dmg] | [Snare] | [Thrust] | [Pen] |
Below is a list of modifiers and their description:
Modifier | Name | Description |
---|---|---|
[AMP] | Damage Buff | Plus +3.3% all damage for each sub system over 75 |
[Acc] | Extra Accuracy | +10% Accuracy |
[Arc] | Wider Firing Arc | +90° Firing Arc on torpedoes and wide arc cannons, +110° Firing Arc on single beams, +360° Firing Arc on omni-directional beams |
[CrtD] | Critical Damage | +20% Critical Severity |
[CrtH] | Critical Hit | +2% Critical Chance |
[CrtX] | Critical Boost | +2% Critical Chance and +10% Critical Severity |
[Dmg] | Extra Damage | +X Damage |
[Eff] | Efficiency | Starship Warp Core Efficiency (Improves Power Levels when Low) |
[Over] | Beam Overload | 2.5% Chance: Upgrades your next beam attack. Deals massive Energy Damage. (beam weapons only) |
[Pen] | Ignore Armor Rating | All attacks with this weapon ignore 10 Armor Rating |
[Rapid] | Cannon: Rapid Fire | 2.5% chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds. (cannon/turret weapons only) |
[Snare] | Weapon Debuff | To Foe: -5% Speed and Turn Rate on Hit. |
[Spr] | Torpedo Spread | 7.5% chance: Upgrades your next torpedo attack. Uses multiple torpedoes to attack an area of space. |
[SSR] | SlipStream Recharge | 50% recharge time reduction to Slipstream Drive |
[SSS] | SlipStream Speed | +0.1 SlipStream Speed Bonus |
[SST] | SlipStream Turn | +100% Turn Rate while in SlipStream |
[Trans] | Transwarp | 50% Reduced Cooldown on Transwarp |
[Thrust] | Thrusters | +5% Speed and Turn Rate when firing. |
[Turret] | Turrets and Drones | Improves all ground turret and drones damage and sometimes shields and/or Hit Points of the Turret or Drone. |
Ground equipment modifiers[ | ]
Kit frame modifiers[]
Kit frames have additional modifiers that boost various skills. Both Common and Uncommon kits have one modifier; each quality improvement after that adds one modifier. The amount the skill granted by each modifier at a given Mk level is the same whether the kit is Uncommon, Rare, Very Rare, Ultra Rare, or Epic, though Common-quality kits have reduced stats. It is possible for a kit to have the same modifier at most twice, though some legacy kits can have [KPerf]x3. The following are examples of kit modifiers:
Modifier | Effect |
---|---|
[Armor] | +X Armor Expert |
[HP] | +X Endurance Training |
[KCD] | +X Kit Readiness |
[KPerf] | +X Kit Performance |
[PSG] | +X Personal Shields Expert |
[PSGRes] | +X Personal Shield Harness |
[Regen] | +X Health Regen |
[Will] | +X Willpower |
[WpnCrit] | +X Weapon Criticals |
[WpnDmg] | +X Weapon Proficiency |
[WpnPen] | +X Weapon Penetration |
Special Kits only (Fleet, Crafted/Upgraded, Reputation) | |
[Undine] | +10% All Damage vs. Undine |
Delta Expedition Kits | |
[CrtD] | +X Critical Severity |
[CrtH] | +X Critical Chance |
[CrtX] | +X/2 Critical Severity +X/2 Critical Chance |
Terran Empire Kits | |
[CtlDur] | +20% Duration of Confuse, Disable, Hold, Placate, Root, and Run Speed Debuffs from Kit Modules (Mirror Invasion Kits) |
Xindi Kits | |
[ExpDmg] | +X×10% Increased Exploit Damage |
[ExpDur] | +X sec Expose Duration |
[ExpHit] | +X×5% Chance to Expose |
Fluidic Kits | |
[PsiBuff] | Psionic Howl[psi 1] enhancement |
[PsiDmg] | Psionic Emissions[psi 2] enhancement |
[PsiDot] | Psionic Consumption[psi 3] enhancement |
Herald Kits | |
[+Pha] [+Dis] [+Pla] [+Tet] [+Pol] [+Ap] | +20% Phaser / Disruptor / Plasma / Tetryon / Polaron / Antiproton Weapon Damage (Herald Kits) |
Frontier Kits | |
[Proc] | Frontier Ingenuity: 10% chance to trigger an ability (specific to user's profession) on use of any Kit Module:
|
Fleet Versatile Kit Frames | |
[BattleStr] | Engineering and Science Kits: Grants access to Battle Strategies / Motion Accelerator |
[MotionAcc] | |
[SonicP] | Engineering and Tactical Kits: Grants access to Sonic Pulse / Vascular Regenerator |
[VascReg] | |
[ShRecharge] | Science and Tactical Kits: Grants access to Shield Recharge / Weapons Malfunction |
[WpnMalf] | |
All Epic Kits | |
[Kp/Wpn] | +X Kit Performance +X Weapon Proficiency |
X values per Mark level of item | |||||
---|---|---|---|---|---|
Mark | Common[1] | Uncommon+[2] | [CrtD][3] | [CrtH][4] | [Exp*][5] |
Mk II | 4.5 | 7.5 | 5% | 1.2% | 0.75 |
Mk III | 5.6 | 9.4 | 6.2?% | 1.6?% | 0.94? |
Mk IV | 6.8 | 11.2 | 7.5% | 1.9% | 1.12 |
Mk V | 7.9 | 13.1 | 8.8?% | 2.2?% | 1.31? |
Mk VI | 9 | 15 | 10?% | 2.5% | 1.5 |
Mk VII | 10.1 | 16.9 | 11.2?% | 2.8?% | 1.7? |
Mk VIII | 11.2 | 18.8 | 12.5% | 3.1% | 1.9 |
Mk IX | 12.4 | 20.6 | 13.8% | 3.4% | 2.06 |
Mk X | 13.5 | 22.5 | 15% | 3.8?% | 2.25 |
Mk XI | 14.6 | 24.4 | 16.2% | 4.1% | 2.44 |
Mk XII | 15.8 | 26.2 | 17.5% | 4.4% | 2.62 |
Mk XIII | 16.9 | 28.1 | 18.8% | 4.7% | 2.81? |
Mk XIV | 18? | 30 | 20% | 5% | 3 |
- ↑ Common scaling: (Mk + 2) * 1.125%
- ↑ Uncommon and higher standard scaling: (Mk + 2) * 1.875%.
- This scaling is used for [Armor], [ExpDmg], ½[ExpHit], [HP], [KCD], [KPerf], [Kp/Wpn], [PSG], [PSGRes], [Regen], [Will], [WpnCrit], and [WpnDmg].
- ↑ Critical Severity scaling: (Mk + 2) * 1.25%
- This scaling is used for [CrtD] and ½[CrtX].
- ↑ Critical Chance scaling: (Mk + 2) * 0.3125%
- This scaling is used for [CrtH] and ½[CrtX].
- ↑ Duration scaling: (Mk + 2) * 0.1875 seconds
- This scaling is used for [ExpDur], [ExpDmg] (10 times the value), and [ExpHit] (5 times the value).
- ↑ Psionic Howl: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to all enemies within 15m of target Friend (or Self).
- ↑ Psionic Emissions: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to Foe.
- ↑ Psionic Consumption: When using certain abilities, 30% chance to deal __ Psionic damage (100% Shield Penetration) to Foe every second for 10 seconds..
Body armor modifiers[]
Uncommon, Rare, Very Rare, Ultra Rare, and Epic Body Armor gains additional modifiers. Only one of each may appear at a time. Below is a list of personal armor modifiers.
Modifier | Effect |
---|---|
[HP] | +H Maximum Hit Points |
[HPP] | Gives a 5% chance to Heal +P Hit Points when receiving damage for 5 minutes. |
[RegHP] | +R% Health Regeneration |
[RegSH] | +S Shield Regeneration every 4 sec |
[PhaDis] | +X Phaser and Disruptor Damage Resistance Rating |
[PlaTet] | +X Tetryon and Plasma Damage Resistance Rating |
[PolAp] | +X Polaron and Antiproton Damage Resistance Rating |
[Pha] | +X×1.5 Phaser Damage Resistance Rating |
[Dis] | +X×1.5 Disruptor Damage Resistance Rating |
[Pla] | +X×1.5 Plasma Damage Resistance Rating |
[Tet] | +X×1.5 Tetryon Damage Resistance Rating |
[Pol] | +X×1.5 Polaron Damage Resistance Rating |
[Ap] | +X×1.5 Antiproton Damage Resistance Rating |
[Phys] | +X×3 Physical and Kinetic Damage Resistance Rating |
Special armor only (Fleet, Reputation, etc.) | |
[ResAll] | +X All Damage Resistance Rating Advanced and Elite Fleet Armor only. |
[CrtD] | +40% Critical Severity Advanced Fleet Recoil Compensating Armor only, doubling the innate stat. Also found on [Kentari Fortified Combat Armor [PhysD]]. |
[CrtH] | +5% Critical Chance Advanced Fleet Integrated Targeting Armor only, doubling the innate stat. |
[Ene] | +5% Energy Damage Advanced Fleet Energy Harness Armor only, doubling the innate stat. |
[PhysD] | +10% Physical Damage (Melee Only) Advanced Fleet Physical Augmentation Armor only, doubling the innate stat. Also found on [Jem'Hadar Armor [PhysD]]. |
[Nanite] | Grant Medical Nanite Generator - Scan
Elite Fleet Polyalloy Weave and Energy Dampening Armor only. |
[Dire] [1] | Life Support Energy Diversion
Damage is Enhanced by Current Health
Found on Elite Fleet Colony Energy Dampening and Polyalloy Weave Armor. |
[Ener] | +X×2.5 Kinetic Damage Resistance Rating +X×2.5 Energy Damage Resistance Rating Found on Elite Fleet Colony Energy Dampening Armor. |
[Physr] | +X×5 Physical Damage Resistance Rating +X×5 Kinetic Damage Resistance Rating +X×2 Energy Damage Resistance Rating Found on Elite Fleet Colony Polyalloy Weave Armor. |
[Mob] | +X×5 Root and Knockback Resistance Rating [2] |
[Tox] | +X×3 Toxic Damage Resistance Rating [2] |
Epic Body Armor | |
[HP/Res] | +H Maximum Hit Points +X All Damage Resistance Rating This is the default Epic modifier for Body Armor. The others must be obtained by re-engineering your Armor. |
[RegenHP/HP] | +R Health Regeneration +H Maximum Hit Points |
[RegenHP/Res] | +R Health Regeneration +X All Damage Resistance Rating |
[ResA/HP] | +X×1.5 Phaser Damage Resistance Rating +X×1.5 Tetryon Damage Resistance Rating +X×1.5 Polaron Damage Resistance Rating +H Maximum Hit Points |
[ResA/RegenHP] | +X×1.5 Phaser Damage Resistance Rating +X×1.5 Tetryon Damage Resistance Rating +X×1.5 Polaron Damage Resistance Rating +R Health Regeneration |
[ResB/HP] | +X×1.5 Disruptor Damage Resistance Rating +X×1.5 Plasma Damage Resistance Rating +X×1.5 Antiproton Damage Resistance Rating +H Maximum Hit Points |
[ResB/RegenHP] | +X×1.5 Disruptor Damage Resistance Rating +X×1.5 Plasma Damage Resistance Rating +X×1.5 Antiproton Damage Resistance Rating +R Health Regeneration |
Mark level of item | X | H [HP] [HP/Res] |
P [HPP] |
R [RegHP] |
S [RegSH] |
---|---|---|---|---|---|
Mk I | 1.3 | 22.05 | 19.8 | 18% | 3.4 |
Mk II | 1.7 | 24.6 | 22.1 | 20% | 3.85 |
Mk III | 2.1 | 27.15 | 24.4 | 22% | 4.3 |
Mk IV | 2.6 | 29.7 | 26.7 | 23% | 4.75 |
Mk V | 3 | 32.25 | 29 | 25% | 5.2 |
Mk VI | 3.4 | 34.8 | 31.3 | 27% | 5.65 |
Mk VII | 3.8 | 37.35 | 33.6 | 28% | 6.1 |
Mk VIII | 4.2 | 39.9 | 35.9 | 30% | 6.55 |
Mk IX | 4.6 | 42.45 | 38.2 | 32% | 7 |
Mk X | 5 | 45 | 40.5 | 33% | 7.45 |
Mk XI | 5.4 | 47.55 | 42.8 | 35% | 7.9 |
Mk XII | 5.8 | 50.1 | 45.1 | 37% | 8.35 |
Mk XIII | 7 | 60 | 49.5 | 40% | 9.25 |
Mk XIV | 8 | 77.5 | 58.5 | 47% | 11.05 |
Note: Values round in-game.
- X is approximately 1+0.4*Mk
- H seems to be 19.5+2.55*Mk
- P seems to be 17.5+2.3*Mk
- R seems to be 0.1(6)+0.01(6)*Mk
- S is approximately 2.95+0.45*Mk
- ↑ [Dire] scaling is as follows:
- Bonus All Damage scales linearly at 5 + 0.15% Bonus All Damage per 1% of Health above one third of max health. Thus:
- From 0 to 33.33% Health, it gives +5% Bonus All Damage
- At 50% Health, it gives 5 + (0.15 * 16.66)% = 5 + 2.5% = 7.5% Bonus All Damage
- At 100% Health, it gives 5 + (0.15 * 66.66)% = 5 + 10% = +15% Bonus All Damage.
- ↑ 2.0 2.1 These mods, normally only found on Environmental Suits, can only be found on:
- Armor dropped from a Box - Invasion Requisitions, which comes at Mk X and cannot be upgraded at this time.
- [M.A.C.O. Armor [Tox]] / [Adapted K.H.G. Armor [Tox]]
- [Honor Guard Armor [Tox]] / [Adapted M.A.C.O. Armor [Tox]]
- [Omega Force Armor [Mob]]
- [Counter-Command Exo-Armor [Tox]]
- [Duelist Polyalloy Weave Armor [Mob]]
Environmental suit modifiers[]
Like armor, Uncommon, Rare, Very Rare, Ultra Rare, and Epic Environmental Suits gain additional modifiers. Only one of each may appear at a time. Below is a list of EV suit modifiers.
Modifier | Effect |
---|---|
[CrtD] | +40% Critical Severity |
[CrtH] | +5% Critical Chance |
[Ene] | +5% Energy Damage |
[PhysD] | +10% Physical Damage (Melee Only) |
[HP] | +H Maximum Hit Points |
[HPP] | Gives a 5% chance to Heal +P Hit Points when receiving damage for 5 minutes. |
[RegHP] | +R Health Regeneration |
[RegSH] | +S Shield Regeneration every 4 sec |
[Tox] | +X Toxic Damage Resistance Rating |
[Phys] | +X Physical and Kinetic Damage Resistance Rating |
[RadTox] | +X×1/2 Radiation and Toxic Damage Resistance Rating |
[Temp] | +X×1/3 Cold and Fire Damage Resistance Rating |
[ResEn] | +X×1/3 Energy Damage Resistance Rating |
[Mob] | +M Root and Knockback Resistance Rating |
Special EV suits only (Reputation, etc.) | |
[Env] | +B Energy, Radiation, and Toxic Damage Resistance Rating +B×5/12 Cold and Fire Damage Resistance Rating |
Epic | |
[HP/Res] | +H Maximum Hit Points +X×1/3 All Damage Resistance Rating |
Mark level of item | B Base |
X | H [HP] [HP/Res] |
M [Mob] |
P [HPP] |
R [RegHP] |
S [RegSH] |
---|---|---|---|---|---|---|---|
Mk X | 30 | 15 | 45 | 25 | 40.5 | 0.33 | 7.5 |
Mk XI | 32.4 | 16.3 | 47.6 | 27 | 42.8 | 0.35 | 8 |
Mk XII | 34.9 | 17.4 | 50.1 | 29.1 | 45.1 | 0.37 | 8.4 |
Mk XIII | 42 | 21 | 60 | 35 | 49.5 | 0.4 | 9.3 |
Mk XIV | 48 | 24 | 77.5 | 40 | 58.5 | 0.47 | 11 |
- X = B×1/2
- M = B×5/6
Personal shield modifiers[]
Uncommon, Rare, Very Rare, Ultra Rare, and Epic Personal Shields gains additional modifiers. The following are examples of shield modifiers:
Modifier | Effect |
---|---|
[Cap] | Increases Maximum Shield Capacity by 10%. |
[Reg] | Regenerates Y Shield Capacity every 2 seconds. |
[Rev] | Chance to damage the attacker when you take damage. The stronger the attack, the more powerful the retaliation. |
[Ene] | Chance to provide a 10% Energy Damage Buff for 4 sec when you take damage. |
[PBDmg] | Chance to deal 15 [1] damage to all nearby foes when you take damage. |
[PBKB] | Chance to knock down nearby foes when you take damage. |
[Pha] | Reduces Phaser Damage to Shields by 20% |
[Dis] | Reduces Disruptor Damage to Shields by 20% |
[Pla] | Reduces Plasma Damage to Shields by 20% |
[Tet] | Reduces Tetryon Damage to Shields by 20% |
[Pol] | Reduces Polaron Damage to Shields by 20% |
[Ap] | Reduces Antiproton Damage to Shields by 20% |
Special shields only (Fleet, Reputation, DOff assignment rewards, etc.) | |
[Mob] [2] |
+X×5 Root and Knockback Resistance Rating |
[RegHp] [3] |
+R Health Regeneration |
[Resx2] [4] |
Reduces All Energy Damage to Shields by 10%. |
Fleet Personal Shields | |
[Adapt] | When your shields are hit, Adaptive Shielding has a chance to activate, increasing your Shields' resistance to the incoming damage type for a short time. Adaptive shields stack up to 10 times, and can resist several damage types at once. |
[ShldCrit] [5] |
+__% Critical Severity (Based on Shield %) +__% Critical Chance (Based on Shield %) |
[RegSH] | +S Shield Regeneration every 1 sec |
[ResA] | Reduces Phaser, Polaron and Tetryon Damage to Shields by 15% |
[ResB] | Reduces Disruptor, Plasma and Antiproton Damage to Shields by 15% |
[ReAll] | Reduces Disruptor, Plasma, Antiproton, Phaser, Polaron, and Tetryon Damage to Shields by 7.5%
|
Epic Personal Shields | |
[Cap2] | Increases Maximum Shield Capacity by 20%.
|
[ResA] | Reduces Phaser Damage to Shields by 15% Reduces Polaron Damage to Shields by 15% Reduces Tetryon Damage to Shields by 15%
|
[ResB] | Reduces Disruptor Damage to Shields by 15% Reduces Plasma Damage to Shields by 15% Reduces Antiproton Damage to Shields by 15%
|
[ReAll] | Reduces Disruptor Damage to Shields by 7.5% Reduces Plasma Damage to Shields by 7.5% Reduces Antiproton Damage to Shields by 7.5% Reduces Phaser Damage to Shields by 7.5% Reduces Polaron Damage to Shields by 7.5% Reduces Tetryon Damage to Shields by 7.5%
|
Mark level of item | X | Y | R [RegHp] |
S [RegSH] |
---|---|---|---|---|
Mk I | 1.3 | 2.3 | 0.18 | |
Mk II | 1.7 | 2.6 | 0.2 | |
Mk III | 2.1 | 2.9 | 0.22 | |
Mk IV | 2.6 | 3.2 | 0.23 | |
Mk V | 3 | 3.5 | 0.25 | |
Mk VI | 3.4 | 3.8 | 0.27 | |
Mk VII | 3.8 | 4.1 | 0.28 | |
Mk VIII | 4.2 | 4.4 | 0.3 | |
Mk IX | 4.6 | 4.7 | 0.32 | |
Mk X | 5 | 5 | 0.33 | |
Mk XI | 5.4 | 5.3 | 0.35 | |
Mk XII | 5.8 | 5.6 | 0.37 | 0.22 |
Mk XIII | 7 | 6.2 | 0.4 | 0.25 |
Mk XIV | 8 | 7.3 | 0.47 | 0.29 |
Note: Values round in-game.
- X is approximately 1+0.4*Mk
- Y is approximately 2+0.3*Mk
- R seems to be 0.1(6)+0.01(6)*Mk
Modifier notes:
- ↑ [PBDmg]'s base 15 damage does not scale with Mark level, but will scale with things that boost All Damage, such as the trait Aggressive.
- ↑ [Mob] can be found on:
- ↑ [RegHp] can be found on:
- ↑ [Resx2] can be found on:
- ↑ [ShldCrit] scaling is as follows:
- CrtD scales linearly at 0.15% Critical Severity per 1% of Shield Capacity percentage, for a maximum of +15% Critical Severity at maximum shield capacity.
- CrtH also scales linearly, at 0.025% Critical Chance per 1% of Shield Capacity percentage, or one sixth that of the CrtD, for a maximum +2.5% Critical Chance at maximum shield capacity.
Ground weapon modifiers[]
Uncommon, Rare, Very Rare, Ultra Rare, and Epic Ground Weapons gains additional modifiers. The following are examples of weapon modifiers:
Modifier | Effect |
---|---|
[CrtD] | +20% Critical Severity |
[CrtH] | +2% Critical Chance |
[Dmg] | +3% Final Damage Multiplier |
[DoT1] | 2.5% Chance: 4.9 [1] Physical Damage per second for 15 seconds Mk 0-III ranged weapons |
[DoT2] | 2.5% Chance: 4.9 [1] Radiation Damage per second for 15 seconds Mk IV-VII ranged weapons |
[DoT3] | 2.5% Chance: 5 [1] Radiation Damage per second in a 10' radius Mk VIII-XIV ranged weapons |
[KB1] | 2.5% Chance: Knocks back +5 meters Mk 0-III ranged weapons |
[KB2] | 5% Chance: Knocks back +10 meters Mk IV-VII ranged weapons |
[KB3] | 5% Chance: Knock the target back meters 2.5% Chance: Knocks back all foes +5 meters in an 8 meter radius Mk VIII-XIV ranged weapons |
Special ground weapons only (Fleet, Reputation, etc.) | |
[Borg] | 10% Additional Damage vs Borg (dealt as Kinetic Damage) Found on Task Force Omega Equipment Requisition weapons. |
[CrtX] | +10% Critical Severity +2% Critical Chance Found on assorted non-standard weapons, such as Fleet weapons. |
[Psi] | +5 [2] Psionic Damage (does not affect non-living targets) Found on the Lirpa reward from “Hearts and Minds”. |
[Run] | Increases run speed by 15% Crafted ground weapons only. |
[RT3] | 15% chance: Immobilize for 4 seconds. Currently only found on the crafted [Boolean Heavy Assault Cannon [RT3]], and integrated into the [Omega Force Antiproton Autocarbine] |
[ShPen] | 25% Shield Penetration Currently only found on the crafted [TR-116B Rifle - Sniper Rifle]. |
[Sonic] | 7.5 [2] Sonic (Physical) Damage vs. Tholians Found on Nukara Strikeforce Equipment Requisition weapons. |
[Stn] | 5% chance: Stun for 2 seconds (half duration vs player) Found on the Lirpa reward from “Hearts and Minds”. |
[SHeal] | 5% chance: Restores 12.5 [3] Shields every second for 10 seconds on a successful attack. Federation Elite Fleet Phaser ground weapons. |
[SDisrupt] | 15% chance: Vaporizes targets that are low on health. Klingon Empire Elite Fleet Disruptor ground weapons. |
Epic | |
[Dm/CrH] | +3(?)% Final Damage Multiplier +2% Critical Chance |
Space equipment modifiers[ | ]
Deflector Dish modifiers[]
Deflector Dishes may have additional modifiers that boost various skills. The amount the skill is boosted at a given Mk level is equal to half the amount a deflector's innate skills get at that Mk level. It is possible for a Deflector to have the same modifier more than once. Below are examples of Deflector modifiers.
Uncommon deflectors will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. All Epic Deflectors have [Sh/HullCap] as their default fifth modifier, though this can be re-engineered into a different modifier. The [CtrlX] modifier seems to have the highest chance of appearing multiple times on a given deflector.
Mark level of item | X[1] |
---|---|
Mk I | 1.9 |
Mk II | 2.5 |
Mk III | 3.1 |
Mk IV | 3.8 |
Mk V | 4.4 |
Mk VI | 5 |
Mk VII | 5.6 |
Mk VIII | 6.3 |
Mk IX | 6.9 |
Mk X | 7.5 |
Mk XI | 8.1 |
Mk XII | 8.8 |
Mk XIII | 9.4 |
Mk XIV | 10 |
Mk XV | 10.6 |
- ↑ X = (Mk + 2) * 0.625, rounded
- ↑ The drain resistance part of the [DrainX] mod was known as [Ins] during a previous skill system—standing for Starship Power Insulators—until Power Insulators was rolled into it. For a time after, [Ins] still appeared but erroneously gave Control Expertise; any old items with this problem were converted to correctly give Drain Expertise instead. It still appears on some Deflectors, and [Ins] is now aliased to [DrainX] on the exchange to ensure those searching for the old mod can find the new one.
- ↑ The [ShdHeal] mod was known as [Em] during the old skill system—standing for Starship Shield Emitters—and for some time after. It still appears on some Deflectors, and [Em] is now aliased to [ShdHeal] on the exchange to ensure those searching for the old mod can find the new one.
- ↑ Sometimes these stats are integrated into other special deflectors, including Elite Fleet Deflectors themselves.
- ↑ [ColCrit] scaling is as follows:
- CrtH scales linearly at 0.04% Critical Chance per 1% of Hull HP, for a maximum +4% Critical Chance at 100% Hull HP.
- CrtD scales linearly at 5 + 0.15% Critical Severity per 1% of Hull HP above one third of max hull. Thus:
- From 0 to 33.33% Hull, it gives +5% Critical Severity
- At 50% Hull, it gives 5 + (0.15 * 16.66)% = 5 + 2.5% = 7.5% Critical Severity
- At 100% Hull, it gives 5 + (0.15 * 66.66)% = 5 + 10% = +15% Critical Severity.
- ↑ "It is no longer possible for crafted Deflectors ... to gain the [PvP Res] and [PvP Dmg] attachments. "
- ↑ "Resolved an issue that was allowing [PvP Res] and [PvP Dmg] mods to still appear on crafted Deflector Dishes."
The sum between X modifier value and the same basic deflector stat will be also rounded. For example, a [Neutrino Deflector Array Mk V [CtrlX]] will display +13 Starship Control Expertise instead of +13.2.
Secondary Deflector modifiers[]
Like standard Deflectors, Uncommon, Rare, Ultra Rare, and Epic Secondary Deflectors gain additional modifiers, however these items also gain a single special enhancement at Very Rare rarity. All Epic Secondary Deflectors have [EPG/ShdHeal] as their default fifth modifier, though this can be re-engineered into a different modifier. The amount the skill is boosted at a given Mk level seems to be about 14/15, or halfway between what a primary deflector gets innately, and what it gets from a mod. It is possible for a Secondary Deflector to have the same modifier more than once, up to a max of 3 times (at Uncommon, Rare, and Ultra Rare). The following is a list of possible Secondary Deflector modifiers:
Standard | |||
---|---|---|---|
Modifier | Effect | Modifier | Effect |
[CtrlX] | +X Starship Control Expertise | [DrainX] | +X Starship Drain Expertise |
[ShdHeal] | +X Starship Shield Restoration | [EPG] | +X Starship Exotic Particle Generator |
[HullCap] | +X Starship Hull Capacity | [ShCap] | +X Starship Shield Capacity |
Very Rare | |||
[SA -Def] | Sensor Analysis (-Defense): The enemy target of your Sensor Analysis ability will also receive a Defense debuff that increases in effectiveness the longer you have the target under the effect of that ability. The debuff is -2% per stack, up to a maximum of -12% at six stacks. | ||
[SA +Heal] | Sensor Analysis (+Heal): Improves the healing buff of Sensor Analysis when used on a friendly target by 20%. | ||
[SA +Dmg] | Sensor Analysis (+Damage): Improves the damage buff of Sensor Analysis when used on an enemy target by 20%. | ||
[+Chance] | Precision Sub-System Targeting: Improves the chance for Subsystem Targeting abilities to knock a subsystem offline by 25%. | ||
[-Recharge] | Accelerated Sub-System Targeting: Reduces the recharge time of Subsystem Targeting abilities by 25%. | ||
Fleet Strategic Secondary Deflectors | Fleet Colony World Secondary Deflectors | ||
[Acc] | +Z Accuracy Rating | [HullCap] [1] | +Z Starship Hull Capacity |
[Def] | +Z Defense Rating | [ShCap] [1] | +Z Starship Shield Capacity |
[EnDmg] | +Z% Energy Weapon Damage | [ProjDmg] | +Z% Projectile Weapon Damage |
Epic Secondary Deflectors 14 options: two of the six standard modifiers combined. | |||
[EPG/ShdHeal] Default |
+Y Starship Exotic Particle Generator +Y Starship Shield Restoration |
[EPG/HullCap] | +Y Starship Exotic Particle Generator +Y Starship Hull Capacity |
[CtrlX/EPG] | +Y Starship Control Expertise +Y Starship Exotic Particle Generator |
[ShCap/EPG] | +Y Starship Shield Capacity +Y Starship Exotic Particle Generator |
[CtrlX/DrainX] | +Y Starship Control Expertise +Y Starship Drain Expertise |
[ShCap/DrainX] | +Y Starship Shield Capacity +Y Starship Drain Expertise |
[CtrlX/ShdHeal] | +Y Starship Control Expertise +Y Starship Shield Restoration |
[ShCap/ShdHeal] | +Y Starship Shield Capacity +Y Starship Shield Restoration |
[CtrlX/HullCap] | +Y Starship Control Expertise +Y Starship Hull Capacity |
[ShCap/HullCap] | +Y Starship Shield Capacity +Y Starship Hull Capacity |
[HullCap/ShCap] | +Y Starship Shield Capacity +Y Starship Hull Capacity |
[HullCap/ShdHeal] | +Y Starship Hull Capacity +Y Starship Shield Restoration |
[ShdHeal/DrainX] | +Y Starship Shield Restoration +Y Starship Drain Expertise |
[HullCap/DrainX] | +Y Starship Hull Capacity +Y Starship Drain Expertise |
Mark level of item | X [2] | Y [3] | Z [4] |
---|---|---|---|
Mk I | 2.8 | 1.9 | |
Mk II | 3.8 | 2.5 | |
Mk III | 4.7 | 3.1 | |
Mk IV | 5.6 | 3.8 | |
Mk V | 6.6 | 4.4 | |
Mk VI | 7.5 | 5 | |
Mk VII | 8.4 | 5.6 | |
Mk VIII | 9.4 | 6.3 | |
Mk IX | 10.3 | 6.9 | |
Mk X | 11.2 | 7.5 | |
Mk XI | 12.2 | 8.1 | |
Mk XII | 13.1 | 8.8 | 5.3 |
Mk XIII | 14.1 | 9.4 | 5.6 |
Mk XIV | 15 | 10 | 6 |
Mk XV | 15.9 | 10.6 | 6.4 |
- ↑ 1.0 1.1 The [HullCap] and [ShCap] mods found on the Fleet Colony World secondary deflectors give less skill than the normal modifiers, despite having the same name. Thus, a Colony World secondary deflector with "[HullCap]x2" will give X+Z Starship Hull Capacity.
- ↑ X = (Mk + 2) * 0.9375
Values in-game are shown rounded to the nearest tenth. - ↑ Y = (Mk + 2) * 0.625 = 2/3X
Values in-game are shown rounded to the nearest tenth. - ↑ Z ≈ (Mk + 2) * 0.375
Not enough data points to be exactly certain.
Impulse engine modifiers[]
Some Impulse Engines may have additional modifiers that either increase existing bonuses or add new ones. Uncommon engines will have one modifier, Rare will have two, Very Rare three, and Ultra Rare four. All Epic Engines have [SecSpd-2] as their default fifth modifier, though this can be re-engineered into a different modifier. Below are examples of Impulse Engine modifiers. Some Engines and modifiers boost Skills by a certain amount, based on Mark level. Refer to the table above for these values.
Modifier | Effect |
---|---|
[Aux] | Thrusters: 25% speed when engines are disabled. |
[Spd] | +10% Flight Speed.[mods 1] |
[Turn] | +0.3 to Flight Turn Rate[mods 2] |
[Full] | +7.33̄ + 0.766̄×Mk to Full Impulse Flight Speed.[mods 3] |
Crafted Engines Available on Engines crafted from the R&D Engineering School. Crafted mods cannot be rerolled via re-engineering. | |
[Damp] | +33 Starship Drain Expertise [mods 4] |
[Inertia] | +10 Inertia Rating |
Special Engines only (Fleet, Reputation) | |
[+CRes] | 10% resistance to Control Effects |
[Pow] [mods 5] |
+3.8 Weapon Power Setting +3.8 Shield Power Setting +3.8 Auxiliary Power Setting |
[Rrt] [mods 6] |
+20% Flight Speed when environmental hazards prevent use of Full Impulse. |
[SecSpd] [mods 7] |
+X Sector Space Travel Speed |
[Shard] [mods 8] |
+__% Shield Resistance (based on Throttle) |
Epic Impulse Engines | |
[SedSpd-2] | +X×2 Starship Impulse Expertise +X×2 Sector Space Travel Speed This is the default Epic modifier for Impulse Engines. The other must be obtained by re-engineering your Engine. |
[Turn/Spd] | +10% Flight Speed +10% Turn Rate |
Mark level of item | X = |
---|---|
Mk I | 1.9 |
Mk II | 2.5 |
Mk III | 3.1 |
Mk IV | 3.75 |
Mk V | 4.4 |
Mk VI | 5 |
Mk VII | 5.6 |
Mk VIII | 6.25 |
Mk IX | 6.9 |
Mk X | 7.5 |
Mk XI | 8.1 |
Mk XII | 8.75 |
Mk XIII | 9.4 |
Mk XIV | 10 |
- ↑ Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Spd] mods, and engines can be re-engineered to have more. After calculating the base speed for the Engine's Mark level, the game will add 10% for one [Spd] modifier, 20% for [Spd]x2, and so forth. Thus, final speed for standard Impulse Engines will be (7.5+0.375*Mk) + N*0.1*(7.5+0.375*Mk), where N is the number of [Spd] modifiers. This formula works up to Mk XII; Mk XIII items are treated as if they were Mk XVI (16), while Mk XIV items as if they were Mk XXIII (23); for Combat and Hyper-Impulse engines, respectively adding or subtracting 1 Mk level from the final formula will give you a close approximation.
- ↑ Engines have a base 4.5 Turn rate; one [Turn] modifier will give them 4.8, and two 5.1, regardless of Mk level. Can appear twice on one engine, though Fleet Engines and some special engines have 3 or more innate or added [Turn] mods, and engines can be re-engineered to have more.
- ↑ Can appear up to 4 times on one Engine. As with [Spd], Mk XIII acts like Mk XVI and Mk XIV like Mk XXIII, so Mk XIII [Full] adds 19.5, Mk XIV adds 24.8. The number displayed rounds to the nearest tenth. For example, [Impulse Engines Mk IV [Full]] would receive a bonus of 10.4.
- ↑ Does not scale with Mk level. Previously Starship Inertial Dampers.
- ↑ Integrated into Efficient Impulse Engines, and can be found on Elite Fleet Efficient Engines.
- ↑ Integrated into Dynamic Reroute Impulse Engines, and can be found on Jem'Hadar Combat Impulse Engines [Rrt].
- ↑ Found on:
- [Adapted M.A.C.O. Combat Impulse Engines [SecSpd]]
- [Klingon Honor Guard Impulse Engines [SecSpd]]
- ↑ Can be found on Elite Fleet Protomatter Engines. This modifier gives 0.15% Shield Hardness per 1% of Throttle up to a maximum of 15% Shield Hardness at full throttle.
An Uncommon Modifier will have one modifier suffix, Rare will have two, and Very Rare will have three. Rare and Very Rare can have multiples of the same suffix, and stacked suffixes are added together, not multiplied.
Ship shield modifiers[]
Uncommon Ship Shield shields will have one modifier, Rare will have two, and Very Rare will have three, Ultra Rare will have four. All Epic Shields have [Cp/Rg] as their default fifth modifier, though this can be re-engineered into a different modifier. It is possible for shields to have the same standard modifiers more than once. The following are examples of Ship Shield modifiers:
Modifier | Effect |
---|---|
[Cap] | Increases Maximum Shield Capacity by 10% |
[Reg] | Increases Shield Regeneration by 10% |
[Pha] | Reduces Phaser Damage to Shields by 20% |
[Dis] | Reduces Disruptor Damage to Shields by 20% |
[Pla] | Reduces Plasma Damage to Shields by 20% |
[Pol] | Reduces Polaron Damage to Shields by 20% |
[Tet] | Reduces Tetryon Damage to Shields by 20% |
[Ap] | Reduces Antiproton Damage to Shields by 20% |
Crafted Shields Available on Shields crafted from the R&D Shields School. Crafted mods cannot be rerolled via re-engineering. | |
[Amp] | Amplifies incoming healing by 10% |
[Heal] | Increases outgoing healing by 5% |
Fleet Shields only | |
[Adapt] | When your shields are hit, Adaptive Shielding gains one charge, increasing your Shields' resistance to the incoming damage type by 2% for 30 seconds. Stacks up to 10 times (per damage type).
|
[ResA] | Reduces Phaser, Polaron and Tetryon damage to Shields by 15%
|
[ResB] | Reduces Disruptor, Plasma and Antiproton damage to Shields by 15%
|
[ResAll] | Reduces All Energy Damage to Shields by 10%
|
[EngCD] [mods 1] |
+__ Starship Engineering Readiness (based on current Shield Capacity Percentage)
|
[SciCD] [mods 1] |
+__ Starship Scientific Readiness (based on current Shield Capacity Percentage)
|
[TacCD] [mods 1] |
+__ Starship Tactical Readiness (based on current Shield Capacity Percentage)
|
Special Shields only (Crafted/Upgraded Mission Rewards and Reputation) - Ultra Rare only | |
[C/R] | Increases Maximum Shield Capacity by 5% Increases Shield Regeneration by 5% |
[Rad] | Reduces Radiation Damage to Shields by 20% |
Epic Ship Shields | |
[Cp/Rg] | Increases Maximum Shield Capacity by 10% Increases Shield Regeneration by 10% This is the default Epic modifier for Shields. The others must be obtained by re-engineering your Shield. |
[ResA] | Reduces Phaser, Polaron and Tetryon damage to Shields by 15%
|
[ResB] | Reduces Disruptor, Plasma and Antiproton damage to Shields by 15%
|
[ResAll] | Reduces All Energy Damage to Shields by 10%
|
Mark level of item | X = |
---|---|
Mk I | 1.9 |
Mk II | 2.5 |
Mk III | 3.1 |
Mk IV | 3.75 |
Mk V | 4.4 |
Mk VI | 5 |
Mk VII | 5.6 |
Mk VIII | 6.25 |
Mk IX | 6.9 |
Mk X | 7.5 |
Mk XI | 8.1 |
Mk XII | 8.75 |
Mk XIII | 9.4 |
Mk XIV | 10 |
Engineering console modifiers[]
The majority of these modifiers are based on existing Engineering Consoles, which are listed in the "cf." column. Notes:
- [HP] has no Engineering console equivalent. It scales the same as [ResAll].
- [AuxPower] and the other power system mods currently give half as much power as they are supposed to, as do the [Pha], [Dis] and [Pla] mods.
Modifier | Description | Type | Cf. | ||||
---|---|---|---|---|---|---|---|
WpnPwr † WepPwr ‡ |
+Weapon Power Setting | Energy Setting | ✓ † | ✓×2/3 ‡ | |||
ShldPwr † ShPwr ‡ |
+Shield Power Setting | Energy Setting | ✓ † | ✓×2/3 ‡ | |||
EngPwr | +Engine Power Setting | Energy Setting | ✓ | ✓×2/3 | |||
AuxPwr | +Auxiliary Power Setting | Energy Setting | ✓ | ✓×2/3 | |||
HP | +Starship Hull Capacity | Skill | ✓×1/2 | ✓×1/2 | |||
EPS | +Power Transfer Rate | Special | ✓ | ✓×1/4 | ✓×2/3 | ||
Turn | +Flight Turn Rate | Special | ✓ | ✓×1/2 | ✓×2/3 | ||
HullHeal † HullRepair ‡ |
+Starship Hull Restoration | Skill | ✓ ‡ | ✓×1/2 † | ✓×2/3 † | ||
SSRep | +Resistance Rating vs. Duration of Subsystem Offline | Special | ✓×2/3 | ||||
ResA † Res4b ‡ |
+Phaser Damage Resistance Rating +Disruptor Damage Resistance Rating +Plasma Damage Resistance Rating +Tetryon Damage Resistance Rating |
Resistance Rating (Armor) | ✓ † | ✓×2/3 ‡ | |||
ResB † Res4a ‡ |
+Plasma Damage Resistance Rating +Tetryon Damage Resistance Rating +Polaron Damage Resistance Rating +Antiproton Damage Resistance Rating |
Resistance Rating (Armor) | ✓ † | ✓×2/3 ‡ | |||
PhaDis † ResPhaDis ‡ |
+Phaser Damage Resistance Rating +Disruptor Damage Resistance Rating |
Resistance Rating (Plating) | ✓ † | ✓×2/3 ‡ | |||
PlaTet † ResPlaTet ‡ |
+Plasma Damage Resistance Rating +Tetryon Damage Resistance Rating |
Resistance Rating (Plating) | ✓ † | ✓×2/3 ‡ | |||
PolAP † ResPolAn ‡ |
+Polaron Damage Resistance Rating +Antiproton Damage Resistance Rating |
Resistance Rating (Plating) | ✓ † | ✓×2/3 ‡ | |||
Kin+Phys † ResKin+Phys ‡ |
+Physical Damage Resistance Rating +Kinetic Damage Resistance Rating |
Resistance Rating (Alloy) | ✓ | ✓×1/2 † | ✓×2/3 ‡ | ||
ResAll | +All Damage Resistance Rating | Resistance Rating (Alloy) | ✓ | ✓×1/2 | ✓×2/3 | ||
Pha | +Phaser Damage Resistance Rating | Resistance Rating | ✓ | ||||
Dis | +Disruptor Damage Resistance Rating | Resistance Rating | ✓ | ||||
Pla | +Plasma Damage Resistance Rating | Resistance Rating | ✓ |
Science console modifiers[]
The majority of these modifiers are based on existing Science Consoles, which are listed in the "cf." column.
Note: Restorative Particle Focusers and Exotic Particle Focusers have two modifiers: one will provide 1× the stats of a normal science console, while the other will provide 2/3× the stats. Thus, a "[DrainX]x2" actually gives 12/3× the stats, not 2×.
Modifier | Description | Type | Cf. | ||||
---|---|---|---|---|---|---|---|
CtrlX | +Starship Control Expertise | Skill | ✓ | ✓ or ✓×2/3 | ✓ | ✓×2/3 | |
DrainX | +Starship Drain Expertise | Skill | ✓ | ✓ or ✓×2/3 | ✓ | ✓×2/3 | |
EPG | +Starship Exotic Particle Generator | Skill | ✓ | ✓ or ✓×2/3 | ✓ | ✓×2/3 | |
HullReg | In Combat: +% Hull Regeneration per minute Out of Combat: +(twice)% Hull Regeneration per minute |
Special | ✓×2/3 | ||||
Per | +Starship Perception | Skill | ✓ | ✓ | ✓×2/3 | ||
ShHeal | +Starship Shield Restoration | Skill | ✓ | ✓ | ✓×2/3 | ||
ShHP | +% Maximum Shield Capacity | Special | ✓ | ✓ or ✓×2/3 | ✓×2/3 | ||
ShReg | +% Shield Regeneraton Rate | Special | ✓ | ✓×2/3 | |||
Stealth | +Starship Stealth | Skill | ✓ | ✓ | ✓×2/3 |
Tactical console modifiers[ | ]
Fleet Tactical Consoles use modifiers to determine which type of damage they boost, based on standard Tactical Consoles. See the linked page for a complete list. Other Tactical consoles do not utilize modifiers.
Antique modifiers[ | ]
These modifiers are no longer generated on new items, but remain on older items.
Modifier | Name | Description |
---|---|---|
[Radius] | Increased Mine Explosion Radius | +0.5km Explosion Radius
Formerly available on Mines, now only available on Bio-Molecular Photon Mine Launchers from the Counter-Command Reputation and Elite Fleet Tricobalt mines. |
[Borg] | Borg Damage Buff | Space; X% chance: X Radiation Damage vs Borg NPCs Ground; 15 Kinetic Damage vs Borg NPCs. Formerly available on several ground and space weapons, now only found on weapons from Task Force Omega Equipment Requisitions and some special rewards on Defera. |
[PvP Dmg] | Player vs. Player Damage | 3 Bonus Damage vs. other players.
Formerly available on Deflectors, Engines, Shields, and Weapons. |
PvP Res | Player vs. Player Damage Resist | 8 Bonus Resistance Rating vs. other players.
Formerly available on Deflectors, Engines, Shields, and Weapons. |
[Rch] | Recharge | -2.5 sec recharge
Found on old versions of the [Rapid Fire Polaron Full Auto Rifle], this mod is now integrated and not shown as a suffix. |
Retired modifiers[ | ]
Modifiers removed from the game, or merged into new modifiers, during the various skill revamps the game has had.
WIP
Modifier | Name | Description |
---|---|---|
[Demo] | Demolitions | Engineering skill; merged into [KPerf] (Kit Performance modifier on Kit frames). |
[Repairs] | Repairs | Engineering skill; merged into [KPerf]. |
[Gens] | Generators | Engineering skill; merged into [KPerf]. |
[Turret] | Turrets and Drones | Engineering skill; merged into [KPerf]. |
[Mods] | Modification Specialist | Engineering skill; merged into [KPerf]. |
[Medic] | Medic | Science skill; merged into [KPerf]. |
[Phys] | Physiology | Science skill; merged into [KPerf]. |
[Sci] | Scientist | Science skill; merged into [KPerf]. |
[Logic] | Probability Logistics | Science skill; merged into [KPerf]. |
[Part] | Particle Physics | Science skill; merged into [KPerf]. |
[Grenade] | Grenades | Tactical skill; merged into [KPerf]. |
[Combat] | Combat Specialist | Tactical skill; merged into [KPerf]. |
[Spec] | Special Forces | Tactical skill; merged into [KPerf]. |
[Squad] | Squad Command | Tactical skill; merged into [KPerf]. |
[Tactics] | Advanced Tactics | Tactical skill; merged into [KPerf]. |
Retooled Deflector modifiers | ||
[CMS] | Starship Countermeasure Systems | Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill. |
[EM] | Starship Shield Emitters | Renamed to [ShdHeal] for the renamed Starship Shield Restoration skill. It occasionally still appears as [Em] on new deflectors, and is currently aliased to [ShdHeal] on the Exchange. |
[FlwC] | Starship Flow Capacitors | Rolled into the [DrainX] mod for the new combined Starship Drain Expertise skill. |
[Gra] | Starship Graviton Generators | Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill. |
[InC] | Starship Inertial Dampeners | Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill. |
[Ins] | Starship Power Insulators | Rolled into the [DrainX] mod for the new combined Starship Drain Expertise skill. For a time, this modifier erroneously remained after Drain Expertise was introduced, and provided Control Expertise instead. It is currently aliased to [DrainX] on the Exchange. |
[PrtG] | Starship Particle Generators | Renamed to [EPG] for the renamed Starship Exotic Particle Generator skill; named [PG] on Singularity Cores. |
[Sen] | Starship Sensors | Resistance component rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill; stealth detection component rolled into the new Starship Perception skill. |
[ShdS] | Starship Shield Systems | Renamed to [ShCap] for the renamed Starship Shield Capacity skill. |
[SIF] | Starship Structural Integrity | Renamed to [HullCap] for the renamed Starship Hull Capacity skill. |
[SsD] | Starship Subspace Decompiler | Rolled into the [CtrlX] mod for the new combined Starship Control Expertise skill. |
[Stl] | Starship Stealth | Renamed to [Stealth]. |
Retooled Warp Core modifiers | ||
[Coi] | Driver Coil | Retooled into [SecSpd], which gives Sector Space Travel Speed, the sector space component of the old Driver Coil. The non-sector Full Impulse components were spun off into a separate Full Impulse Energy Shunt skill that [SecSpd] does not improve. |