Being comparable to talents and talent trees of other MMORPGs, Skills improve existing abilities and/or grant passive bonuses by spending points on them. Skills have a direct influence on the overall strengths of your character and your bridge officers' space abilities, and, along with your traits and Captain Specializations, are a key to adapting your character to your play style. Additionally, purchasing a certain number of skills in a specific space unlock path (out of the three), along with ground skills, will also unlock the option to craft new Training Manuals for your Bridge Officers, granting them higher ranks of abilities.
Skills are separated into space and ground skills. Space skills are divided into "Tactical", "Engineering", and "Science" unlock paths. Additionally, there are five rank tiers of space skills, from Lieutenant displayed at the top of the skill window, to Admiral at the bottom. While space points can if desired be immediately spent on skills as they are earned via gameplay, you must hold the required player rank in order to spend them within the equivalent rank tier of the space skill tree. Ground skills consist of only one group and have no rank restriction. Alternatively it is possible to accumulate points and spend them once a higher rank is reached, as acquired skill points never expire.
Respeccing[ | ]
- Main article: Captain Retrain Token
Players have the ability to retrain their skills with Captain Retrain Tokens, obtained with or through other means. These tokens wipe the slate clean in terms of Skills, and unslots player traits and starship traits. These tokens do not affect Specialization Points or Bridge Officer Abilities. This type of token is purchased at the account level, but is used by a single captain. A single captain can fully retrain once per token.
Space[ | ]
There are a total of 90 Space Skills, 30 for each column unlock path of "Engineering", "Science" and "Tactical". Players receive a Space Point every level up to a total of 46, with the first point gained at level 5.
Note that although the names of the three space skill unlock paths seemingly match those of player-chosen careers of "Engineering", "Science" and "Tactical", nevertheless a player-chosen career places no restrictions of which space skills that player can purchase. E.g. nothing would prevent an Engineering captain from purchasing 30 skills from "Tactical" unlock path, 16 from "Science" unlock path, and no skills from "Engineering" unlock path if that player so desired, etc.
Subsection | Title | Details | |
---|---|---|---|
Lieutenant | |||
Engineering | Hull Restoration | This skill increases the amount of hull restored by your abilities that heal yourself and you target at allies. At maximum from the skill chain, you gain an additional 50% bonus to your base healing towards your hull. | |
Engineering | Hull Capacity | This skill increases your ship's maximum hull capacity. Regardless of what ship you use, this skill will always apply the same amount. Small craft will gain a smaller benefit that is based on level. At maximum from the skill chain, you will gain 30% more hull for your starship. | |
Science | Shield Restoration | This skill increases the amount of shield restored by your abilities that heal yourself and you target at allies. At maximum from the skill chain, you gain an additional 50% bonus to your base healing towards your shields. | |
Science | Shield Capacity | This skill increases your ship's maximum shield capacity. Regardless of what ship & shield you use, this skill will always apply the same amount. Small craft will gain a smaller benefit that is based on level. At maximum from the skill chain, you will gain 30% more shield capacity with your starship. | |
Tactical | Energy Weapon Training | This skill increases the base damage of most directed energy weapons. At maximum from the skill chain, your base damage will increase by 50%. | |
Tactical | Projectile Weapon Training | This skill increases the base damage of most mines and torpedoes. At maximum from the skill chain, your base damage will increase by 50%. | |
Lieutenant Commander | |||
Engineering | Electro-Plasma System Flow | This skill increases the rate at which power is transferred between your subsystems, whether it is from you changing the powers manually or after using full impulse. At maximum from the chain, the transfer rate will be twice what it would normally be. | |
Engineering | Full Impulse Energy Shunt | This skill provides bonus power to all your subsystems when you enter full impulse, allowing your to keep more power in your subsystems that would otherwise be set to a smaller amount without this skill. | |
Engineering | Impulse Expertise | This skill increases the base turn rate and speed of your starship. At maximum from the skill chain, you gain 40% more turn rate and speed. | |
Science | Control Expertise | This skill increases the effectiveness of Control Effects that you use while increasing the resistance to effects. At maximum from the skill chain, you gain 30% effectiveness toward your control effects and 60% control resistance. | |
Science | Control Amplification | This skill will apply an all damage resistance debuff (-25) Exotic Damage Resistance and Control Resistance for 10 seconds. | |
Science | Drain Expertise | This skill increases the effectiveness of Drain Effects that you use while increasing the resistance to effects. At maximum from the skill chain, you gain 30% effectiveness toward your drain effects and 60% drain resistance. | |
Science | Drain Infection | This skill applies a short DoT electrical effect for 10 to your opponent whenever you apply energy or shield drain abilities on them. This effect is applied once per source and is refreshed upon further applications. | |
Tactical | Targeting Expertise | This skill increases the chances that your attacks will successfully hit your target(s). If the hit chance goes in excess of 100%, you gain small bonuses to your Critical Chance and Severity. | |
Tactical | Defensive Maneuvering | This skill increases the chances that your enemy's attacks will successfully miss you, based on your defense rating vs. Their accuracy rating. | |
Commander | |||
Engineering | Hull Plating | This skill grants you a bonus damage resistance rating that allows you to take less damage from energy and kinetic attacks. | |
Engineering | Energized Hull Plating | This skill grants you further bonus damage resistance rating that allows you to take less damage from energy attacks. | |
Engineering | Ablative Hull Plating | This skill grants you further bonus damage resistance rating that allows you to take less damage from kinetic attacks. | |
Engineering | Damage Control | This skill increases the rate at which your hull gets healed passively over time while out of combat. The regen rate is only 20% of its full value while in combat. | |
Science | Shield Regeneration | This skill increases the rate at which your shields gets healed passively over time. Having points in the shield subsystem modifies the regen value. | |
Science | Shield Hardness | This skill increases the amount of damage that is negated by your shields. | |
Tactical | Weapon Amplification | This skill increases the amount of bonus damage that all your weapons deal when you land a successful critical hit. | |
Tactical | Weapon Specialization | This skill increases the chance that you will land a critical hit with any of your weapons. | |
Captain | |||
Engineering | Defensive Subsystem Tuning | This skill grants a flat bonus of power that is applied to your Shield and Auxiliary Subsystems. | |
Engineering | Offensive Subsystem Tuning | This skill grants a flat bonus of power that is applied to your Weapon and Engine Subsystems. | |
Science | Exotic Particle Generator | This skill increases the amount of damage that you deal with abilities that do exotic damage that do not require weapon activations in order to deal damage. | |
Science | Long-Range Targeting Sensors | This skill reduces the damage penalty suffered when you are more than 2 km away from your target. By default, you lose half of the damage you can deal when you're 10 km away from your target. | |
Tactical | Hull Penetration | This skill increases the damage that you deal with your weapons by penetrating your enemy's Resistances. This allows your weapons to act as though the damage resistance rating is lower than its actual value. | |
Tactical | Shield Weakening | This skill increases the damage that you deal with your weapons to your enemy's shields. Shields normally soak up 90% of the damage that would otherwise be dealt to the hull. | |
Admiral | |||
Engineering | Warp Core Potential | This skill grants all of your subsystems a flat bonus of power. | |
Engineering | Warp Core Efficiency | This skill grants a scaling amount of bonus power to any subsystem that is below 75 power. | |
Engineering | Engineering Readiness | This skill provides a bonus to your engineering bridge officer ability recharge that is applied to the cooldown timer of the ability. The more points you have, the faster engineering abilities will recharge. | |
Science | Scientific Readiness | This skill provides a bonus to your science bridge officer ability recharge that is applied to the cooldown timer of the ability. The more points you have, the faster science abilities will recharge. | |
Science | Shield Mastery | This skill allows you to negate 1 critical hit per gain of Shield Mastery. You can gain 1 charge per 20 seconds. | |
Science | Shield Absorption | This skill allows you to take 20% of the critical hit damage that was negated by Shield Mastery and apply it as a shield heal to you. | |
Science | Shield Reflection | This skill allows you to take 20% of the damage from the negated critical hit and reflect it back at the attacker. | |
Tactical | Coordination Protocols | This skill increases the survival of hangar pets and other allies. A smaller bonus is applied to teammates and summoned allies. | |
Tactical | Defensive Coordination | This skill increases the defenses of hangar pets and other allies. A smaller bonus is applied to teammates and summoned allies. | |
Tactical | Offensive Coordination | This skill increases the offense of hangar pets and other allies. A smaller bonus is applied to teammates and summoned allies. | |
Tactical | Tactical Readiness | This skill provides a bonus to your tactical bridge officer ability recharge that is applied to the cooldown timer of the ability. The more points you have, the faster tactical abilities will recharge. |
Ground[ | ]
There are a total of 20 Ground Skills. Players receive a Ground Point every 5 levels up to a total of 10, with the first point gained at level 5.
Title | Details | ||
---|---|---|---|
Weapon Skills | |||
Weapon Proficiency | This skill increases the base damage of your ranged weapons. Each point of Weapon Proficiency Skill provides a 0.5% increase to the base damage of applicable weapons. The total base damage your energy weapons deal is determined by a combination of the weapon's damage, your level, the mark and quality of your weapons, and many other permanent and temporary damage increasing effects. | ||
Weapon Expert | |||
Weapon Criticals | This skill increases both your chance of landing a Critical Hit, as well as your Critical Severity, for all weapons. Per point of Weapon Criticals skill, you gain +0.06% Critical Chance and +0.2% Critical Severity. Players start with a base Critical Chance of 2.5% and a Critical Severity of +50%. When a weapon or ability Critical Hits, it grants Bonus Damage equal to your Critical Severity | ||
Improved Weapon Criticals | |||
Weapon Penetration | This skill increases the damage dealt by your weapons by penetrating your enemy's Resistances. Each point of this skill grants your weapons +0.1 Armor Penetration. Armor Penetration causes your weapons to behave as if the target's Damage Resistance Rating is lower than their actual value by the same amount as your total Armor Penetration value. | ||
Improved Weapon Penetration | |||
Health and Armor Skills | |||
Endurance Training | This skill increases your maximum hitpoints. Each point of Health Capacity skill grants you an additional .2% health. Your maximum hitpoints scale up as you level, starting at 200 and gaining +6 each time you gain a level. This skill increases the base scaling value by a fixed percentage, rounded to the nearest whole number. | ||
Improved Endurance Training | |||
Armor Expert | This skill increases the effectiveness of any Combat Armor you currently have equipped. This skill amplifies the Damage Resistance Ratings offered by your armor, as well as many additional scaling effects such as hitpoint bonuses. Each point of Combat Armor skill offers a 0.5% bonus to the base values of these scaling benefits. | ||
Armor Master | |||
Regeneration | This skill increases the rate at which your hitpoints are passively restored over time. Each point of Health Regeneration skill increases your Regeneration Rate by 0.5% of its base value. Players begin with a Regeneration Rate of 1, which translates to naturally restoring 10% of maximum hitpoints every 6 seconds. The effects of this Skill are disabled while in Combat on a ground map. | ||
Improved Regeneration | |||
Personal Shields Skills | |||
Personal Shields Expert | This skill increases the effectiveness of any Personal Shields you currently have equipped. Each point of Personal Shields skill grants a 0.25% increases to the base capacity of your shields. | ||
Personal Shields Master | |||
Personal Shield Resilience | This skill increases the amount of damage prevented by your Personal Shields. By default, 90% of incoming damage is applied to your Personal Shields (the remaining 10% bleeds through and applies to your health). For each point of Shield Hardness skill, your shields will negate 0.2% of the damage they block. | ||
Improved Personal Shield Resilience | |||
Kit Skills | |||
Kit Performance Expert | This skill provides an increase to the effectiveness of Kit Module abilities. The benefit this skill provides will vary on each module, but will always increases at least one aspect of the ability. These increases may include any of the following: Damage Output ⢠Duration of Control Effects ⢠Duration of Buffs and/or Debuffs ⢠Health and/or Shields of Constructs ⢠Magnitude of Repel/Knock Effects | ||
Kit Performance Master | |||
Kit Efficiency | This skill provides a bonus to your Ability Recharge for all Kit Module Abilities. For each point of Kit Readiness skill, these abilities will recharge 0.2% faster 100% Ability Recharge bonuses would reduce an ability's recharge time to half of its base value. Most abilities have a minimum recharge time which varies. This skill (and all other Power Recharge bonuses) can never push an ability past their minimum recharge. | ||
Improved Kit Efficiency |
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[ | ]
Space Points | 2 | 7 | 12 | 17 |
---|---|---|---|---|
Engineering track |
Emergency Power to Shields III Hazard Emitters III Dispersal Pattern Beta III |
Emergency Power to Engines III Feedback Pulse III Attack Pattern Omega III |
Emergency Power to Weapons III Polarize Hull III Attack Pattern Beta III |
Emergency Power to Auxiliary III Transfer Shield Strength III Attack Pattern Delta III |
Science track |
Engineering Team III Science Team III Tactical Team III |
Auxiliary to Battery III Photonic Shockwave III Dispersal Pattern Alpha III |
Auxiliary to Structural III Gravity Well III Beams: Fire at Will III |
Auxiliary Power to Inertial Dampers III Tyken's Rift III Beams: Overload III |
Tactical track |
Directed Energy Modulation III Tachyon Beam III Cannon: Rapid Fire III |
Eject Warp Plasma III Jam Sensors III Torpedo: High Yield III |
Boarding Party III Tractor Beam III Cannon: Scatter Volley III |
Aceton Beam III Viral Matrix III Torpedo: Spread III |
Choice selection nodes[ | ]
Space Points | 5 | 10 | 15 | 20 |
---|---|---|---|---|
Engineering track |
Hangar Health Your hangar pets have an additional +10% Maximum Hull Capacity. |
Maximum Hull Capacity Provides an additional +10 Hull Capacity skill. |
Engine Subsystem Power Increases your Engine Subsystem Power by +2. |
Weapon Subsystem Power Increases your Weapons Subsystem Power by +2. |
Battery Expertise Increases the duration of most Battery and Device effects by 100%. |
Subsystem Repair Provides +50 Resistance to the duration of Subsystem Offline effects. |
Shield Subsystem Power Increases your Shields Subsystem Power by +2. |
Auxiliary Subsystem Power Increases your Auxiliary Subsystem Power by +2. | |
Science track |
Sector Space Travel Speed Increases maximum Sector Space Travel Speed by 25%. |
Maximum Shield Capacity Provides an additional +10 Shield Capacity Skill. |
Starship Perception Doubles the benefit to Stealth Detection Rating that you gain from Auxiliary Power. |
Subsystem Energy Drain Resistance Provides an additional +10 Resistance Rating to Incoming Subsystem Power Drain Effects. |
Transwarp Cooldown Reductions Your Transwarp abilities recharge 50% faster. |
Starship Stealth Increase the Stealth values of your Cloaking Devices (and other similar abilities) by +100. |
Control Resistance Provides an additional +10 Resistance Rating to Incoming Control Effects. |
Shield Drain Resistance Provides an additional +10 Resistance Rating to Incoming Shield Drain Effects. | |
Tactical track |
Threat Control +100% Additional Threat Generation while in Threatening Stance. -100% Threat Generation while not in Threatening Stance. |
Projectile Critical Chance Increases your Critical Chance by 1% for Torpedo and Mine Weapons. |
Energy Critical Chance Increases your Critical Chance by 1% for Energy Weapons. |
Accuracy Grants an additional 2 Accuracy Rating. |
Hangar Weaponry Your hangar pets deal an additional 10% Damage from all sources. |
Projectile Critical Severity Increases your Critical Severity by 5% for Torpedo and Mine Weapons. |
Energy Critical Severity Increases your Critical Severity by 5% for Energy Weapons. |
Defense Grants an additional 2 Defense Rating. |
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[ | ]
- EPS Corruption
- - 1 min 30 sec recharge
- - Affecting skills: Exotic Particle Generator, 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[ | ]
- 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 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 Accuracy rating and 50 Defense rating buff for the duration
Tactical[ | ]
- Focused Frenzy
- - 1 min 30 sec recharge
- - Affecting skills: ? (if any)
- - +4% firing cycle 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[ | ]
Ground Points | Option A | Option B |
---|---|---|
1 | Unlocks the ability to train Bridge Officers in a new Ground ability: Chroniton Mine Barrier III Hypospray - Dylovene III Photon Grenade III |
Unlocks the ability to train Bridge Officers in a new Ground ability: Turret Fabrication III Medical Tricorder III Smoke Grenade III |
2 | Willpower This skill increases your ability to resist incoming Control effects. Control Effects include all of the following: Disable, Stun, Root, Knock/Repel/Pull, Confuse, Placate, Run Speed Debuffs 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. +50 Willpower |
Device Expertise 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. +100 Device Master Total Device Effectiveness Bonus = +50% |
3 | Unlocks the ability to train Bridge Officers in a new Ground ability: Quick Fix III Electro-Gravitic Field III Lunge III |
Unlocks the ability to train Bridge Officers in a new Ground ability: Shield Recharge III Sonic Pulse III Sweeping Strikes III |
4 | Improved Aim Improves the Ranged Damage bonus gained while using the Aim mode. 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 Improves the Dodge bonus gained while using the Crouch mode. When an attack is Dodged, the damage is reduced by 50%. 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: Shield Generator Fabrication III Tricorder Scan III Target Optics III |
Unlocks the ability to train Bridge Officers in a new Ground ability: Medical Generator Fabrication III Dampening Field III Suppressing Fire III |
6 | Furious Footwork Attacking with Melee grants you +20% Run Speed for 5sec. This effect is refreshed by each subsequent attack, instead of stacking. |
Fatal Fists 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: Cover Shield III Neural Neutralizer III Fire on my Mark (Ground) III |
Unlocks the ability to train Bridge Officers in a new Ground ability: Equipment Diagnostics III Hypospray - Melorazine III Stun Grenade III |
8 | Improved Flank Damage 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 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: Combat Supply II Nanite Health Monitor II Overwatch III |
Unlocks the ability to train Bridge Officers in a new Ground ability: Support Drone Fabrication II Vascular Regenerator III Stealth Module III |
10 | Offensive Mastery This skill increases the base damage of your energy and melee weapons, as well as further improving your Critical Hits with all weapons. +10 Weapon Proficiency and Weapon Criticals |
Defensive Mastery This grants additional defensive bonuses by increasing your maximum hitpoints and the effectiveness of your personal shields and armor. +10 Endurance Training, Combat Armor and Personal Shields |
Tutorial[ | ]
Once a character reaches level 5, a short optional tutorial will be offered in-game, as follows:
- (1/7) You have just earned your first Skill Points.
- (2/7) Skills will increase your effectiveness in both space combat and ground combat.
- (3/7) Select any skill to see a full description of the benefits gained by purchasing it. Every Space Skill costs one Space Point to purchase, while every Ground Skill costs one Ground Point. You will earn one Space Point every level, and one Ground Point every five levels, until you reach level 50.
- (4/7) For each Skill purchased, you will earn progress in Unlock Paths. Space Skills have three Paths corresponding to the Engineering, Science or Tactical categories, while Ground Skills have only a single Unlock Path.
- (5/7) Unlocks sometimes offer choices upon reaching certain milestones. They are also the primary means of learning to train your Bridge Officers in new abilities. You may select any Unlock node to see what benefits it provides.
- (6/7) Powerful abilities can be earned by spending 24 or more of your Space Points in a single category of Skills.
See also[ | ]
- List of Training Manuals craftable by captain: A list of skills, that unlock the option to craft Training Manuals to teach Bridge Officers new ranks of abilities.
- STO Character Planner @ STO-Academy.com (including skill planner)
Character development in Star Trek Online
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Bridge Officer abilities ⢠Captain Specializations ⢠Career paths Active Duty Officer Slots ⢠Kits ⢠Skills ⢠Starship types ⢠Traits |