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Research and Development (R&D) is the crafting system of Star Trek Online. 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" that can be used to improve already existing items. The R&D system unlocks for all players once they reach level 15 with an automatically assigned mission ALL “First Creation”.

Schools[]

There are currently eight R&D schools plus two special schools without levels. Each normal school has 20 levels and offers a range of items to fabricate. An increasing R&D level improves the chance that the crafting of a high quality item of that school is successful. In addition, each school has a 20 hour Fleet Research Daily R&D task that provides the player with 5,000 crafting school XP.

Research and Development Schools
School Craftable items Trait[1]

Beams
Beam Arrays, Dual Beam Banks, Beam consoles
Special: Omni-Directional Beam Arrays

Cannons
Cannons, Dual Cannons, Dual Heavy Cannons, Turrets, Cannon consoles
Special: Wide Arc Dual Heavy Cannons

Engineering
Engineering Consoles, Body Armor, Impulse Engines, Singularity Cores, Matter-Antimatter Warp Cores
Special: Aegis Hyper-Impulse Engines, Conductive RCS Accelerator

Ground Weapons
Ground weapons
Special: TR-116B Rifle

Kits and Modules
Kits and Modules
Special: Passive Kit Modules

Projectiles
Torpedo Launchers, Mine Launchers, Torpedo & Mine consoles
Special: Particle Emission Plasma Torpedo Launcher

Science
Deflector Dishes, Secondary Deflectors, Science Consoles
Special: Aegis Deflector Array, Exotic Particle Field Exciter

Shields
Ship Shields, Personal Shields
Special: Aegis Covariant Shield Array, Hyper-Capacitor Shield Array

Officer Training
Training Manuals n/a

Special Projects
Omega Tech Upgrades
and other special projects for time-limited events
n/a

Aegis
Aegis Space Set n/a
  1. unlocked at R&D level 15; character needs to relog or change map for the trait to become available


Ingredients[]

If you have the R&D Materials on hand, you can fabricate a wide range of Components and equipment for you and your ship.

Materials[]

Materials are the basic ingredients for all R&D tasks. They are rewarded by scanning nodes, Duty Officer assignments, most PvE queue missions, as well as Research and Development Packs.

Research and Development Materials
Common Uncommon Rare Very Rare Ultra Rare
Minerals
Gases
Particle
Technology

Components[]

Components are non-equipable items that are fabricated from materials. They solely serve as further ingredients for certain R&D tasks.

Research and Development Components
School Common Uncommon Rare Very Rare
Beams
Cannons
Engineering
Ground Weapons
Kits and Modules
Projectiles
Science
Shields

Duty officers[]

In addition to materials and components, crafting an item will also require a duty officer. Quality of slotted duty officer will increase the total crafting skill that improves the chance of getting better quality item or it provides bonus components.

  • Common duty officer adds +0 Crafting Skill
  • Uncommon duty officer adds +5 Crafting Skill
  • Rare duty officer adds +15 Crafting Skill
  • Very Rare duty officer adds +30 Crafting Skill
  • Ultra Rare duty officer adds an unspecified amount of Crafting Skill ("Current Skill" added is shown as 0 - same as for Common quality duty officers, however success chance probabilities match those when using Very Rare officers, implying +30)

Crafting skill can be further improved by Skill Catalysts and leveling up skill level of the relevant school. Higher crafting skill results in higher probability of a critical success outcome that will give better rewards.

Non-special items:

Regular or non-special items need duty officers with the appropriate specialization before crafting can commence. A Duty officer's R&D school specialization (if available) is not important when crafting these regular items. The tables below show which specialization is needed for which type of item.

Item Duty officer
Beam Consoles Technician
Beam Weapons Energy Weapons Officer
Cannon Consoles Technician
Cannon Weapons Energy Weapons Officer
Components (Common, Uncommon, Rare) Fabrication Engineer
Components (Very Rare) Matter-Antimatter Specialist
Deflector Dishes Deflector Officer
Engineering Consoles Maintenance Engineer
Ground Armor Security Officer
Ground consumables - Hypo, Power Cell, Shield Charge Diagnostic Engineer
Ground consumable - Nanoenergy Cell Energy Weapons Officer
Ground Weapons Assault Squad Officer
Impulse Engines Systems Engineer
Kit Frames Quartermaster
Kit Modules Quartermaster
Mine Launchers Armory Officer
Personal Shields Assault Squad Officer
Projectile Consoles Security Officer
Research projects Research Lab Scientist
Science Consoles Deflector Officer
Maintenance Engineer
Singularity Cores Warp Theorist
Space and Ground consumables - Rare Batteries, Reactive Armor Catalysts Fabrication Engineer
Space consumables - Auxiliary Battery, Engine Battery Deflector Officer [1]
Warp Theorist [2]
Space consumable - Shield Battery Systems Engineer [3]
Warp Theorist [4]
Space consumable - Weapons Battery Explosives Expert [5]
Technician [6]
Space Shields Shield Distribution Officer
Tech Upgrades Research Lab Scientist
Torpedo Launchers Projectile Weapons Officer
Warp Cores Warp Core Engineer
  1. When crafted from Science school.
  2. When crafted from Engineering school.
  3. When crafted from Shields school.
  4. When crafted from Engineering school.
  5. When crafted from Projectiles school.
  6. When crafted from Beams and Cannons schools.
Duty officer Item
Armory Officer Mine Launchers
Assault Squad Officer Ground Weapons, Personal Shields
Deflector Officer Deflector Dishes, Science Consoles, Space consumables - Auxiliary Battery, Engine Battery [1]
Diagnostic Engineer Ground consumables - Hypo, Power Cell, Shield Charge
Energy Weapons Officer Beam/Cannon Weapons, Ground consumable - Nanoenergy Cell
Explosives Expert Space consumable - Weapons Battery [2]
Fabrication Engineer Components (Common, Uncommon, Rare), Space and Ground consumables - Rare Batteries, Reactive Armor Catalysts
Maintenance Engineer Engineering Consoles, Science Consoles
Matter-Antimatter Specialist Components (Very Rare)
Projectile Weapons Officer Torpedo Launchers
Quartermaster Kit Modules, Kit Frames
Research Lab Scientist Research projects, Tech Upgrades
Security Officer Ground Armor, Projectile Consoles
Shield Distribution Officer Space Shields
Systems Engineer Impulse Engines, Space consumable - Shield Battery [3]
Technician Beam/Cannon Consoles, Space consumable - Weapons Battery [4]
Warp Core Engineer Warp Cores
Warp Theorist Singularity Cores, Space consumables - Auxiliary Battery, Engine Battery, Shield Battery [5]
  1. When crafted from Science school.
  2. When crafted from Projectiles school.
  3. When crafted from Shields school.
  4. When crafted from Beams and Cannons schools.
  5. When crafted from Engineering school.
Special items

To craft a level 15 special item, a duty officer will need to have an R&D school specialization which corresponds to the school department it can be found in, except for Aegis items which require "Aegis R&D specialist". Specializations listed in the table above do not matter for special items, only their R&D school is important.

Some sources of duty officers with R&D school specializations: Fleet system - Krenim duty officers from Fleet Research Lab (random R&D School), and 23rd Century Duty Officers from Fleet Station K-13 (specific R&D school). Lock Box packs - [Xindi Duty Officer (Duty Officer)], [Kobali Engineering Corps Veterans], [Krenim Temporal Specialist (Duty Officer)]. Duty officer assignment - "Request r&d assistance".

See more:

Task Slots[]

To start a task, the captain must have an empty task slot. Each captain has from 1 to 6 task slots that they obtain for completing the following goals, in any order:

  • 1 is unlocked with the R&D System by reaching captain level 15
  • 1 is unlocked by raising any school to Level 2
  • 1 is unlocked by raising any school to Level 4
  • 1 is unlocked by raising at least three schools to Level 5
  • 1 is unlocked by raising any school to Level 15
  • 1 is unlocked by purchasing a slot from Fleet Research Lab that has Tier III Research unlocked

Skill[]

The crafting system is skill based; you gain permanent skill points by leveling a school. As your skill level increases you gain access to more items and have a higher chance to achieve a critical success outcome that gives better rewards. Additional temporary skill points boost is available from one-use Catalysts and higher quality Duty Officers.

Level Curve[]

School Level Crafting Skill School XP Required Amount for Next Level
Level 0 0 0 30
Level 1 10 30 230
Level 2 20 260 9740
Level 3 30 10,000 20000
Level 4 40 30,000 18000
Level 5 50 48,000 20400
Level 6 60 68,400 25200
Level 7 70 93,600 27000
Level 8 80 120,600 28800
Level 9 90 149,400 30600
Level 10 100 180,000 72000
Level 11 110 252,000 81000
Level 12 120 333,000 90000
Level 13 130 423,000 99000
Level 14 140 522,000 108000
Level 15 150 630,000 252000
Level 16 160 882,000 270000
Level 17 170 1,152,000 288000
Level 18 180 1,440,000 306000
Level 19 190 1,746,000 324000
Level 20 200 2,070,000

Skill Catalysts[]

There are certain items that allow you to increase your skill when crafting an item. This will increase the probability of a critical success outcome that will give better rewards.

  • [Catalyst: +10 Skill Rating]
  • [Catalyst: +25 Skill Rating]
  • [Catalyst: +50 Skill Rating]

Crafting Items[]

Items can be crafted by opening the Duty Officer interface and selecting the "R&D" tab. Selecting a school reveals a list of craftable components and items. Selecting an item allows players to configure the mark of the item and the variation (e.g. Energy type for weapons). Components required depend on the parameters of the item selected, with higher mark items requiring more components. Duty Officers of varying specialisations are also required to initiate a craft.

Each item has a difficulty rating, which varies based on the parameters selected. This is compared with the player's skill rating to return the odds of returning Common, Uncommon, Rare, Very Rare and for special items Ultra Rare items. Components have a chance of returning a critical, which triples the number of items created. Crafting skill can be boosted by using higher quality Duty Officers, or using consumable "Catalysts".

Items require time to craft, ranging from seconds to up to 20 hours. The crafting school XP generated by each task varies depending on the duration. Tasks can be completed early for a cost in Dilithium.

Critical Outcome[]

When running Research and Development tasks, it is possible to achieve a Critical outcome for most of them. Here are the tasks with a possible Critical outcome, and the comparison of reward given in case of the non-Critical and Critical outcomes:

Task Description Non-Critical Outcome Rewards Critical Outcome Rewards
Mk II-Mk XII Crafting any item at Mk II-XII
that can be crafted below Mk XII
Crafted item will be of Rare or lower rarity Crafted item will be of Very Rare rarity
Mk XII Crafting any item that requires at least
rank 15+ of its R&D School and
can only be crafted at Mk XII
Crafted item will be of Very Rare rarity Crafted item will be of Ultra Rare rarity
Component Crafting any component 1 x component will be crafted 3 x components will be crafted
Consumable Crafting any consumable 1 x batch of consumables will be crafted,
amounting to ether 1 x Rare or 5 x Common of consumables
2 x batches of consumables will be crafted,
amounting to ether 2 x Rare or 10 x Common of consumables
Tech Upgrade Crafting any tech upgrade 1 x tech upgrade will be crafted 2 x tech upgrades will be crafted
Fleet Res. Lab Completing any Daily Research Mission from Fleet Research Lab for bonus research XP for a chosen school 5,000 research XP for the chosen school will be awarded 7,500 research XP for the chosen school will be awarded.
Res. XP Completing any "Research Project" for bonus research XP for a chosen school 5,000 research XP for the chosen school will be awarded 6,000 research XP for the chosen school will be awarded.

Components and Consumables[]

While Critical outcome reward will be the same for all components (i.e. awarding 3 components instead of 1), its probability will be different. It will depend on the difficulty of the component crafting task.

For all consumables both Critical outcome reward (awarding 2 batches of consumables instead of 1), and its probability is the same across all crafted consumables. The probability is also the same as for component crafting tasks with the difficulty of 50.

There are 5 different difficulties when crafting components or consumables:

Task Difficulty Description Components
Component 10
  • All Common rarity components
Component
2 XP
20
  • Uncommon rarity components awarding
    2 XP per crafted component
Component
3 XP
30
  • Uncommon rarity components awarding
    3 XP per crafted component
Component
4 XP
40
  • Rare rarity components awarding
    4 XP per crafted component
Consumable
Comp./Comp.
6/240/360 XP
50
  • All crafted Consumables
  • Rare rarity components awarding
    6 XP per crafted component
  • All Very Rare rarity components
See: Consumables



Critical Chances[]

The table below shows in-game probabilities in percent of obtaining a Critical outcome for all the possible R&D tasks and "current skill" combinations:

STO Crafting Critical Chances Table

Accolades[]

Notes[]

  • Materials and components do not need to be in the player's inventory to be able to craft an item; items stored in the bank are also used seamlessly. This does NOT apply to the Account Bank.
  • Each crafting school has several Accolades and Titles that are unlocked by progressing through different levels of that school.
  • The current crafting system introduced with Season 9.5 is very different from its predecessor. Beginning with Season Three: Genesis, a system involving schematics was developed. These schematics could be researched with basic data samples and were required ingredients for almost all items. Schematics came in 20 types (however, [Schematic: Bat'leth] was exclusive to KDF and [Schematic: Lirpa] was exclusive to Federation), for various personal equipment, starship weapons, or starship components. In addition to the common data samples, there were ten rare anomalies called particle traces. These particle traces were used to craft very rare items.

External link[]

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Equipment      
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
Matter/Anti-Matter
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
Singularity
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
Kits
Regular: VendorsSpecial kit framesKit modulesLegacy Kits
Fleet: Embassy KitsSpire Experimental and Prototype KitsResearch Lab Kits23rd Century Kit ModulesColony World Kits
Armor
Regular: Energy DampeningPhysical Augmentation Polyalloy Weave
Recoil CompensatingIntegrated TargetingEnergy Harness
Environmental Suit
Fleet: Fleet Ground Armors
Weapons
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