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==Unlock paths== Each Engineering, Science, Tactical, or Ground skill purchased also advances an unlock path for that specific track. Nodes along this unlock path allow players to choose from one of two performance boosts. Unlock paths also unlock the ability to craft specific bridge officer training manuals, or choose from two manual choices in the case of ground skills. ===Space=== ====Bridge Officer training nodes==== {| class="wikitable" style="font-size:small;" width="100%" ! width="8%" | Space Points !! width="23%" | 2 !! width="23%" | 7 !! width="23%" | 12 !! width="23%" | 17 |- style="background: #333300" ! style="background: #333300" | Engineering<br>track | {{engonly}} {{ability|Emergency Power to Shields}} III<br>{{scionly}} {{ability|Hazard Emitters}} III<br>{{taconly}} {{ability|Dispersal Pattern Beta}} III | {{engonly}} {{ability|Emergency Power to Engines}} III<br>{{scionly}} {{ability|Feedback Pulse}} III<br>{{taconly}} {{ability|Attack Pattern Omega}} III | {{engonly}} {{ability|Emergency Power to Weapons}} III<br>{{scionly}} {{ability|Polarize Hull}} III<br>{{taconly}} {{ability|Attack Pattern Beta}} III | {{engonly}} {{ability|Emergency Power to Auxiliary}} III<br>{{scionly}} {{ability|Transfer Shield Strength}} III<br>{{taconly}} {{ability|Attack Pattern Delta}} III |- style="background: #001133" ! style="background: #001133" | Science<br>track | {{engonly}} {{ability|Engineering Team}} III<br>{{scionly}} {{ability|Science Team}} III<br>{{taconly}} {{ability|Tactical Team}} III | {{engonly}} {{ability|Auxiliary to Battery}} III<br>{{scionly}} {{ability|Photonic Shockwave}} III<br>{{taconly}} {{ability|Dispersal Pattern Alpha}} III | {{engonly}} {{ability|Auxiliary to Structural}} III<br>{{scionly}} {{ability|Gravity Well}} III<br>{{taconly}} {{ability|Beams: Fire at Will}} III | {{engonly}} {{ability|Auxiliary Power to Inertial Dampers}} III<br>{{scionly}} {{ability|Tyken's Rift}} III<br>{{taconly}} {{ability|Beams: Overload}} III |- style="background: #330000" ! style="background: #330000" | Tactical<br>track | {{engonly}} {{ability|Directed Energy Modulation}} III<br>{{scionly}} {{ability|Tachyon Beam}} III<br>{{taconly}} {{ability|Cannon: Rapid Fire}} III | {{engonly}} {{ability|Eject Warp Plasma}} III<br>{{scionly}} {{ability|Jam Sensors}} III<br>{{taconly}} {{ability|Torpedo: High Yield}} III | {{engonly}} {{ability|Boarding Party}} III<br>{{scionly}} {{ability|Tractor Beam}} III<br>{{taconly}} {{ability|Cannon: Scatter Volley}} III | {{engonly}} {{ability|Aceton Beam}} III<br>{{scionly}} {{ability|Viral Matrix}} III<br>{{taconly}} {{ability|Torpedo: Spread}} III |} ====Choice selection nodes==== <span id="showHide-unlock" class="showHideByClass hideOnLoad"></span> {| class="wikitable" style="font-size:small; text-align:center" width="100%" ! width="8%" | Space Points !! width="23%" | 5 !! width="23%" | 10 !! width="23%" | 15 !! width="23%" | 20 |- style="background: #333300" ! style="background: #333300" rowspan="2" | Engineering<br>track | Hangar Health<span class="unlock"><br>''Your hangar pets have an additional +10% Maximum Hull Capacity.''</span> | Maximum Hull Capacity<span class="unlock"><br>''Provides an additional +10 Hull Capacity skill.''</span> | [[Skill: Offensive Subsystem Tuning|Engine Subsystem Power]]<span class="unlock"><br>''Increases your Engine Subsystem Power by +2.''</span> | [[Skill: Offensive Subsystem Tuning|Weapon Subsystem Power]]<span class="unlock"><br>''Increases your Weapons Subsystem Power by +2.''</span> |- style="background: #333300" | [[Skill: Battery Expertise|Battery Expertise]]<span class="unlock"><br>''Increases the duration of most Battery and Device effects by 100%.''</span> | Subsystem Repair<span class="unlock"><br>''Provides +50 Resistance to the duration of Subsystem Offline effects.''</span> | [[Skill: Defensive Subsystem Tuning|Shield Subsystem Power]]<span class="unlock"><br>''Increases your Shields Subsystem Power by +2.''</span> | [[Skill: Defensive Subsystem Tuning|Auxiliary Subsystem Power]]<span class="unlock"><br>''Increases your Auxiliary Subsystem Power by +2.''</span> |- style="background: #001133" ! style="background: #001133" rowspan="2" | Science<br>track | {{Skill|Sector Space Travel Speed}}<span class="unlock"><br>''Increases maximum Sector Space Travel Speed by 25%.''</span> | Maximum Shield Capacity<span class="unlock"><br>''Provides an additional +10 Shield Capacity Skill.''</span> | {{Skill|Starship Perception}}<span class="unlock"><br>''Doubles the benefit to Stealth Detection Rating that you gain from Auxiliary Power.''</span> | Subsystem Energy Drain Resistance<span class="unlock"><br>''Provides an additional +10 Resistance Rating to Incoming Subsystem Power Drain Effects.''</span> |- style="background: #001133" | Transwarp Cooldown Reductions<span class="unlock"><br>''Your Transwarp abilities recharge 50% faster.''</span> | {{Skill|Starship Stealth}}<span class="unlock"><br>''Increase the Stealth values of your Cloaking Devices (and other similar abilities) by +100.''</span> | Control Resistance<span class="unlock"><br>''Provides an additional +10 Resistance Rating to Incoming Control Effects.''</span> | Shield Drain Resistance<span class="unlock"><br>''Provides an additional +10 Resistance Rating to Incoming Shield Drain Effects.''</span> |- style="background: #330000" ! style="background: #330000" rowspan="2" | Tactical<br>track | [[Skill: Starship Threat Control|Threat Control]]<span class="unlock"><br>''+100% Additional Threat Generation while in {{ability|Threatening Stance}}.<br>-100% Threat Generation while not in Threatening Stance.''</span> | Projectile Critical Chance<span class="unlock"><br>''Increases your Critical Chance by 1% for Torpedo and Mine Weapons.''</span> | Energy Critical Chance<span class="unlock"><br>''Increases your Critical Chance by 1% for Energy Weapons.''</span> | [[Skill: Targeting Expertise|Accuracy]]<span class="unlock"><br>''Grants an additional 2 Accuracy Rating.''</span> |- style="background: #330000" | Hangar Weaponry<span class="unlock"><br>''Your hangar pets deal an additional 10% Damage from all sources.''</span> | Projectile Critical Severity<span class="unlock"><br>''Increases your Critical Severity by 5% for Torpedo and Mine Weapons.''</span> | Energy Critical Severity<span class="unlock"><br>''Increases your Critical Severity by 5% for Energy Weapons.''</span> | Defense<span class="unlock"><br>''Grants an additional 2 Defense Rating.''</span> |} ====Ultimate abilities==== Investing 24 points into a single space unlock path of either "Engineering", "Science" or "Tactical" unlocks a powerful active space ability for that path. Up to 3 additional points can be invested into the same unlock path to acquire up to three "Enhancers" for this ability to make it even more powerful. Each of these abilities needs to be activated manually and will be effective for 15 seconds, with 1 minute 30 seconds recharge. Since a player can have a maximum of 46 space points and an ability costs at least 24 space points to unlock, hence at most a single ability can be available to a player at any given time. Retraining of skills would be required if unlocking of a different ability is desired. =====Engineering===== ;{{iconlink|EPS Corruption|24px}} EPS Corruption :- 1 min 30 sec recharge :- Affecting skills: {{skill|Exotic Particle Generator}}, {{skill|Drain Expertise}} :- 10.2 plasma DoT for 15 sec :- When target fires energy weapons, 3.6 plasma damage to self ;Enhancers :- Weakening Corruption: When target fires energy weapons, -2.6 all power for 4 sec :- Ablative Corruption: Sets the target's hull regeneration to 0% and halves their incoming healing :- Explosive Corruption: When target fires energy weapons, 3.6 plasma damage to foes within 3 km =====Science===== ;{{iconlink|Probability Manipulation|24px}} Probability Manipulation :- 1 min 30 sec recharge :- Affecting skills: ? (if any) :- 50% crit chance for 15 seconds (Note: Will temporarily override your normal critical hit chance, including the displayed amount, while active . Does not stack with {{trait|Particle Manipulator}}) ;Enhancers :- Probability Shell: +100% Hull and Shield healing for 15 sec :- Probability Penetration: 50% chance on crit to gain a stacking 5 Armor Penetration Buff (max. 5 stacks) :- Probability Collapse: +50 [[Skill: Targeting Expertise|Accuracy]] rating and 50 [[Skill: Defensive Maneuvering |Defense]] rating buff for the duration =====Tactical===== ;{{iconlink|Focused Frenzy|24px}} Focused Frenzy :- 1 min 30 sec recharge :- Affecting skills: ? (if any) :- +4% firing cycle {{ability|Haste}} for energy weapons when damaging marked foe, up to 5 stacks :- Stacks expire after not hitting the target for 2.5 seconds ;Enhancers :- Frenzied Reactions: 10% chance: -1 seconds to the current recharge time of abilities :- Frenzied Assault: +8% bonus weapon damage per Frenzy stack for 15 sec :- Team Frenzy: Allies firing on marked foe also gain Frenzy stacks and enhancers ===Ground=== {| class="wikitable" style="font-size:small;" width="100%" ! width="10%" | Ground Points !! width="45%" | Option A !! width="45%" | Option B |- ! 1 | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Chroniton Mine Barrier}} III<br>{{scionly}} {{ability|Hypospray - Dylovene}} III<br>{{taconly}} {{ability|Photon Grenade}} III | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Turret Fabrication}} III<br>{{scionly}} {{ability|Medical Tricorder}} III<br>{{taconly}} {{ability|Smoke Grenade}} III |- ! 2 | '''Willpower'''<br>This skill increases your ability to resist incoming Control effects. Control Effects include all of the following:<br>Disable, Stun, Root, Knock/Repel/Pull, Confuse, Placate, Run Speed Debuffs<br>By default, players naturally gain up to a maximum of +50 Willpower while leveling up, at a rate of +1 per Level up until reaching Level 50. Each point of Willpower provides +2 Resistance Rating for Incoming Control Effects. Having +100 Resistance will cut the effectiveness of most incoming Control Effects in half.<br>+50 Willpower | '''Device Expertise'''<br>This skill increases the effectiveness of most consumable devices. Each point of Device Mastery skill grants a 0.5% bonus to the effectiveness of devices when activated.<br>+100 Device Master<br>''Total Device Effectiveness Bonus'' = +50% |- ! 3 | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Quick Fix}} III<br>{{scionly}} {{ability|Electro-Gravitic Field}} III<br>{{taconly}} {{ability|Lunge}} III | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Shield Recharge}} III<br>{{scionly}} {{ability|Sonic Pulse}} III<br>{{taconly}} {{ability|Sweeping Strikes}} III |- ! 4 | '''Improved Aim'''<br>Improves the Ranged Damage bonus gained while using the Aim mode.<br>By default, Aim offers a +30% Damage Bonus with all types of Ranged Weapons, and this unlock increases that by an additional 10% Damage Bonus (+40% Total). | '''Improved Crouch'''<br>Improves the Dodge bonus gained while using the Crouch mode. When an attack is Dodged, the damage is reduced by 50%.<br>By default, Crouch grants a +50% chance to Dodge incoming Ranged Attacks, and this unlock increases that by an additional 10% Dodge Bonus (+60% Total). |- ! 5 | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Shield Generator Fabrication}} III<br>{{scionly}} {{ability|Tricorder Scan}} III<br>{{taconly}} {{ability|Target Optics}} III | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Medical Generator Fabrication}} III<br>{{scionly}} {{ability|Dampening Field}} III<br>{{taconly}} {{ability|Suppressing Fire}} III |- ! 6 | '''Furious Footwork'''<br>Attacking with Melee grants you +20% Run Speed for 5sec. This effect is refreshed by each subsequent attack, instead of stacking. | '''Fatal Fists'''<br>Attacking with Melee inflicts a debuff of -20 Damage Resistance Rating on any foe hit by your melee attack, which lasts for 5sec. This effect is refreshed by each subsequent attack, instead of stacking. |- ! 7 | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Cover Shield}} III<br>{{scionly}} {{ability|Neural Neutralizer}} III<br>{{taconly}} {{ability|Fire on my Mark (Ground)}} III | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Equipment Diagnostics}} III<br>{{scionly}} {{ability|Hypospray - Melorazine}} III<br>{{taconly}} {{ability|Stun Grenade}} III |- ! 8 | '''Improved Flank Damage'''<br>By default, any damaging attack made from beyond a target's forward 120-degree arc will be considered a Flank, and deal additional damage. This skill allows you to deal additional damage when successfully landing a Flank on any foe. | '''Improved Flank Resistance'''<br>By default, any damaging attack made from beyond a target's forward 120-degree arc will be considered a Flank, and deal additional damage by inflicting a -35 Damage Resistance Rating Penalty. This skill reduces the resistance penalty you suffer when being flanked by 20% (-28 Total). |- ! 9 | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Combat Supply}} II<br>{{scionly}} {{ability|Nanite Health Monitor}} II<br>{{taconly}} {{ability|Overwatch}} III | Unlocks the ability to train Bridge Officers in a new Ground ability:<br>{{engonly}} {{ability|Support Drone Fabrication}} II<br>{{scionly}} {{ability|Vascular Regenerator}} III<br>{{taconly}} {{ability|Stealth Module}} III |- ! 10 | '''Offensive Mastery'''<br>This skill increases the base damage of your energy and melee weapons, as well as further improving your Critical Hits with all weapons.<br>+10 Weapon Proficiency and Weapon Criticals | '''Defensive Mastery'''<br>This grants additional defensive bonuses by increasing your maximum hitpoints and the effectiveness of your personal shields and armor.<br>+10 Endurance Training, Combat Armor and Personal Shields |}
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