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  • Research and Development

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  • 2.1 Materials
  • 2.2 Components
  • 3 Duty officers
  • 4 Task Slots
  • 5.1 Level Curve
  • 5.2 Skill Catalysts
  • 6.1.1 Components and Consumables
  • 6.1.2 Critical Chances
  • 7 Accolades
  • 9 External link

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.

  • ↑ 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. These materials can also be purchased from the Zen Store or traded and bought on the Exchange .

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 .

Components are unequippable items that are fabricated from materials. They only serve as further ingredients for certain R&D tasks.

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 .

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.

  • ↑ When crafted from Science school.
  • ↑ When crafted from Engineering school.
  • ↑ When crafted from Shields school.
  • ↑ When crafted from Projectiles school.
  • ↑ When crafted from Beams and Cannons schools.

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 ".

  • Duty officers by R&D school
  • List of duty officers by R&D school specialty

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 at player 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

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

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 icon.png

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:

Components and Consumables

While the Critical Outcome reward will be the same for all components (i.e. awarding 3 components instead of 1), the probability that Components can Crit will differ. It will depend on the difficulty of the component crafting task. Advanced Console and Omega components are crafted through the Special Projects School and do not benefit from Critical Outcomes. They will always be a set amount.

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:

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

  • Research and Development General Accolades
  • 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

  • Official STO forum - Everything you need to know about R&D Crafting and Upgrading
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Ship Devices

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Pages in category "Ship Devices"

The following 66 pages are in this category, out of 66 total.

  • Consumable/Space
  • Ship device
  • Auxiliary Battery
  • Battery - Auxiliary and Shields
  • Battery - Energy Amplifier
  • Battery - Engines and Auxiliary
  • Battery - Exotic Particle Flood
  • Battery - Hull Patch
  • Battery - Kinetic Amplifier
  • Battery - Shield Resilience Boost
  • Battery - Shields and Engines
  • Battery - Targeting Lock
  • Battery - Weapons and Auxiliary
  • Beacon of Kahless
  • Class F Shuttle Pet
  • Danube Runabout
  • Delta Alliance Reinforcements Beacon
  • Deuterium Surplus
  • Device - Chroniton Torpedo Platform
  • Device - Heavy Antiproton Satellite Turret
  • Device - Heavy Disruptor Satellite Turret
  • Device - Heavy Phaser Satellite Turret
  • Device - Heavy Plasma Satellite Turret
  • Device - Heavy Polaron Satellite Turret
  • Device - Heavy Tetryon Satellite Turret
  • Device - Photon Torpedo Platform
  • Device - Plasma Torpedo Platform
  • Device - Quantum Torpedo Platform
  • Device - Transphasic Torpedo Platform
  • Dewan Herbal Life Support Additive
  • Engine Battery
  • Ferengi Na'Far Shuttle
  • Hargh'peng Torpedo Launcher
  • Heavy Turret
  • Klingon Empire Toron Shuttle
  • Kobayashi Maru Transponder
  • Mini-Tech - Ablative Hazard Shielding
  • Mini-Tech - Enhanced Induction Coils
  • Mini-Tech - Multidimensional Graviton Shield
  • Mini-Tech - Shield Destabilizer
  • Mini-Tech - Temporal Distortions
  • Mirror Universe Fighter
  • Nimbus Pirate Distress Call
  • Nukara Web Breaker
  • Peregrine Fighters
  • Phased-Waveform Beacon
  • Prototype Ablative Jevonite Hardpoints
  • Reactive Armor Catalyst/Info
  • Reactive Armor Catalysts Pack
  • Red Matter Capacitor
  • Scorpion Fighters
  • Shields Battery
  • Subspace Field Modulator
  • Team Battery - Auxiliary and Shields
  • Team Battery - Engines and Auxiliary
  • Team Battery - Shields and Engines
  • Team Battery - Weapons and Auxiliary
  • Temporal Negotiator
  • To'Duj Fighters
  • Type-10 Shuttlecraft Pet
  • Type-10 Starfleet Shuttlecraft
  • Type-8 Starfleet Shuttlecraft
  • Weapons Battery
  • Yellowstone Runabout

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STARSHIP IMAGE U.S.S. Stargazer - NCC 2893-B STARSHIP/BUILD DESCRIPTION This vessel was designed by Khan Noonien Singh to protect the Federation from all threats. The massive Vengeance-class Dreadnought is equipped with an arsenal of cutting-edge weaponry, including Assault Drones. Its defense systems include a cloaking device and an Intel sensor suite. This is a DPS build with focus on Elite content like HSE & Battle of Korfez. It sacrifices a bit of damage output for increased survivability. STARSHIP SPECIFICATION Fore Weapons Terran Task Force Phaser Dual Heavy Cannons Mk XV [CrtD]x3 [Proc] [CrtD/Dm] Sensor-Linked Phaser Dual Heavy Cannons Mk XV [CrtD]x4 [CrtD/Dm] Dark Matter Quantum Torpedo Launcher Mk XV [CrtD]x4 [CrtD/Dm] Phaser Quad Cannons Mk XV [CrtD]x4 [CrtD/Dm] Sensor-Linked Phaser Dual Heavy Cannons Mk XV [CrtD]x4 [CrtD/Dm] Deflector Elite Fleet Intervention Protomatter Deflector Array Mk XV [HullCap] [ShCap] [EPS] [ColCrit] [Sh/HullCap Impulse Prevailing Innervated Impulse Engines Mk XV [Spd] [SecSpd-2] Warp Core Mycelial Harmonic Matter-Antimatter Core Mk XV [AMP] [S->W] [SCap] [SSR] [W->S] Shield Tilly's Review-Pending Modified Shield Mk XV [Cap]x4 [Cp/Rg] Aft Weapons Trilithium-Enhanced Phaser Turret Mk XV [CrtH]x3 [Dmg] [Ac/Dm] Advanced Inhibiting Phaser Turret Mk XV [CrtD]x4 [CrtD/Dm] Trilithium-Enhanced Omni-Directional Phaser Beam Array Mk XV [Acc] [Arc] [Dmg]x2 [Ac/Dm] [Ac/Dm] Devices Kobayashi Maru Transporter Temporal Negotiator Reactive Armor Catalyst Deuterium Surplus Energy Amplifier Universal Consoles 00]Console - Tactical - Lorca's Custom Fire Controls Mk XV Engineering Consoles Console - Universal - Dynamic Power Redistributor Module Console - Universal - Altamid Modified Swarm Processor Mk XV Console - Engineering - Reinforced Armaments Mk XV Console - Universal - Tachyokinetic Converter MK XV Console - Universal - D.O.M.I.N.O Science Consoles Console - Universal - Bioneural Infusion Circuits Mk XV Console - Universal - Assimilated Module Mk XV Tactical Consoles Console - Tactical - Energetic Protomatter Matrix Infuser [Kinetic] [Phaser] Console - Tactical - Vulnerability Locator Mk XV [+Pha] Console - Tactical - Vulnerability Locator Mk XV [+Pha] Console - Tactical - Vulnerability Locator Mk XV [+Pha] Hangar Elite Kelvin Timeline Assault Drones ISE Record run 441.22K STO ACADEMY SKILL PLANNER https://skillplanner.stoacademy.com/...e54351801acc52 UPDATES V1.1: Changes on Shield Modifiers V1.2: Replace Improve Critical Systems trait with Heart of Sol V2.0: Several changes (check update) V2.1: Several changes (check update) V2.2: Several changes (check update) V3.0: Major update
UPDATE V1.1: Changes on Shield Modifiers
UPDATE V1.2: Replace Improved Critical Systems trait with Heart of Sol
V2.0 UPDATE Replaced Prevailing Innervated Impulse Engines with Prevailing Fortified Impulse Engines Replaced Self-Modulating Fire with EPS Overload Replaced Heart of Sol with Cold-Hearted Replaced Invincible with Strike from Shadows Replaced Enhanced Shield Penetration with Controlled Countermeasures

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How does it turn? Can you keep those DHCs on target?
"And when I saw the breadth of my domain, I wept, for there were no more worlds left to conquer."
For a ship of its size it turns quite well. This is why I have slotted the Bellum RCS Accelerator , in order to help it a bit.

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Bellum consoles sure are nifty, added crit bonus is a plus if your not able to afford Lobi gear yet.
Originally Posted by Arno12 Bellum consoles sure are nifty, added crit bonus is a plus if your not able to afford Lobi gear yet. Compared to the Tachyokinetic Converter it gains on turn rate & critical chance, but loses the critical severity & control expertise stats. For a "free" console it is fine.
V2.1 UPDATE Back to Prevailing Innervated Impulse Engines from the Prevailing Fortified Impulse Engines Replaced Bellum RCS Accelerator with Tachyokinetic Converter Replaced Battery Targeting Lock with Deyterium Surplus
V2.5 UPDATE Replaced Prolonged Engagement Phaser Dual Cannons with Dark Matter Quantum Torpedo Launcher Replaced Sensor-Linked Phaser Dual Cannons with Quad Phaser Quad Replaced Sensor-Linked Phaser Turret with Heavy Bio-Molecular Phaser Turret Replaced Fleet Plasma-Integrated Warp Core with Mycelial Harmonic Matter-Antimatter Core Replaced Prevailing Innervated Resilient Shield Array with Tilly's Review-Pending Modified Shield Replaced Secondary Shield Projector with Altamid Modified Swarm Processor Replaced Reinforced Armaments with Hydrodynamics Compensator Replaced Subspace Field Modulator with Kobayashi Maru

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Love this ship, and this build.
◄ Federation News Service: Frontpage | Upcoming Events | New Recruit Resources | Red Shirt Studios ►

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I'm considering getting another one of these for my Sci Officer heh. woo for the current event giving 1000lobi!
"What good is a rule if you're not willing to die for it...? Or break it." Capt. Christopher Pike
Originally Posted by Heyallo I'm considering getting another one of these for my Sci Officer heh. woo for the current event giving 1000lobi! You can wait for a Lobi sale
why? its 800 lobi =P
'Cause you can spend 640 in a 20% sale. Spend the rest in candies

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IMAGES

  1. Reactive Armor Catalysts Pack

    star trek online reactive armor catalyst

  2. Reactive Armor Catalysts Pack

    star trek online reactive armor catalyst

  3. [Top 5] Star Trek Online Best Armors and How to Get Them

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  4. Chromodynamic Armor

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  5. カタリスト

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  6. [Top 5] Star Trek Online Best Armors and How to Get Them

    star trek online reactive armor catalyst

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  5. Star Trek Online: An Assimilating Suprise

  6. TAMPUNG RELIC ARMOR CATALYST

COMMENTS

  1. Reactive Armor Catalysts Pack

    The Reactive Armor Catalyst is a common consumable single-use device that provides a temporary increase to a starship hit points and hull regeneration. Reactive Armor Catalysts are consumed on use, share cooldowns with batteries, and benefit from the starship batteries skill. Temporary HP and Hull Regeneration + __ Hit Points over 20 seconds + __ Temporary Hit Points for 20 seconds Reactive ...

  2. Reactive Armor Catalysts Pack

    Celebrate 14 years of Star Trek Online with Season Thirty-one: Both Worlds, now live on All Platforms. Check out the new Event Grand Prize ... The Reactive Armor Catalyst is a common consumable single-use device that provides a temporary increase to a starship hit points and hull regeneration. Reactive Armor Catalysts are consumed on use, share ...

  3. Reactive Armor Catalyst/Info

    Celebrate 14 years of Star Trek Online with Season Thirty-one: Both Worlds, now live on PC! Check out the new Event Grand Prize ... Reactive Armor Catalyst. Common Ship Device. Consumed On Use. Character Bind On Pickup. Values do not reflect skills or other modifiers + __ Hit Points over 20 sec

  4. Reactive Armor Catalyst

    Celebrate 14 years of Star Trek Online with Season Thirty-one: Both Worlds, now live on All Platforms. Check out the new Event Grand Prize - the Tier 6 Khitomer Alliance Rex Pilot Escort , or check out some of the new prizes available from the new " The Last Generation Lock Box "!

  5. Crafting Reactive Armor Catalyst : r/sto

    This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains. ... I've unlocked the Reactive Armor Catalyst ...

  6. R&D Catalysts :: Star Trek Online General Discussions

    R&D Catalysts. So I'm pretty new at the game and I'm wondering how to get ahold of catalysts to improve the chance of getting a better quality item in crafting. The game really doesn't do a great job of explaining anything in an organized and clear way. Any help would be great. The correct answer is "Via the Player Exchange" because you should ...

  7. Devices: what are good ones? :: Star Trek Online General Discussions

    Star Trek Online. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... reactive armor catalyst = it applies a layer of temporary hull on your ship and it also gives you a heal over time effect like a mini-hazard emitters (from the episode "Broken Circle") 3) battery - energy amplifiers = it gives you a +20% energy ...

  8. What can help Starship devices? : r/sto

    reactive armor catalyst - healing, must have ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize events with your fellow Captains

  9. Mission: Broken Circle

    Broken Circle was released on July 16, 2015 as part of the new Iconian War arc. A special event is held until August 13. During this time, the mission has a minimum rank of 10 and rewards a new special [Featured Episode Weekly Reward] once per account, per week for an effective event total of 4. The Reward Box contains a choice of either one ...

  10. What to do with device slots? : r/sto

    Reactive Armor Catalyst ... mission reward (Broken Circle), then craftable ... This is the unofficial community subreddit for Star Trek Online, the licensed Star Trek MMO, available on PC, Playstation, and Xbox. Share your glorious (or hilarious) in-game adventures through stories and screencaps, ask your game related questions, and organize ...

  11. Expedient repairs

    odinforever20000MemberPosts: 1,849Arc User. September 2017edited September 2017. Works on ability's like: "Quantum Absorption,Miraculous Repairs, Reactive armor Catalyst,Brace for impact,Gravimetric Conversion,Structural Integrity Field,Improved Non-Linear Progression,Haz Emmiter, Sci Team, Transfer shield Strength".. No:

  12. [Guide]

    Reactive Armor Catalyst *Nimbus Pirate Distress Call *Delta Alliance Reinforcements Beacon *Prototype Ablative Jevonite Hardpoints. ... We're an online community with a passion for Star Trek. We're a large collection of fans, all with the same vision as Gene Roddenberry, that together, anything is possible.

  13. Research and Development

    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 ...

  14. Research and Development

    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 "First Creation".

  15. Reactive Armor Catalyst Feedback/Request

    Reactive Armor Catalyst Feedback/Request. orion0029 Member Posts: 1,122 Bug Hunter. July 2015 edited July 2015 in Builds, Powers, and Game Mechanics. I just finished "Broken Circle" and got the Reactive Armor Catalyst recipes on my main, and for the most part I'm quite pleased with their addition to STO.

  16. Category:Ship Devices

    Reactive Armor Catalyst/Info; Reactive Armor Catalysts Pack; Red Matter Capacitor; S. Scorpion Fighters; Shields Battery; Subspace Field Modulator; T. Team Battery - Auxiliary and Shields; ... Star Trek Online Wiki is a FANDOM Games Community. View Mobile Site Follow on IG ...

  17. [Guide]

    Reactive Armor Catalyst Deuterium Surplus Energy Amplifier: Universal Consoles: 00]Console - Tactical - Lorca's Custom Fire Controls Mk XV: ... We're an online community with a passion for Star Trek. We're a large collection of fans, all with the same vision as Gene Roddenberry, that together, anything is possible.