The Unofficial Star Trek Online Federation Guide
The Unofficial Star Trek Online Federation Guide
The Unofficial Star Trek Online Federation Guide
IMPORTANT
The Short Version
This document is a single-user license. Please don't copy or share it.
Table of Contents
Important.......................................................2
Ensign Bridge Officer Skills.................40
The short version.......................................2
Lieutenant Bridge Officer Skills...........43
The long version........................................2
Lt. Commander Bridge Officer Skills....48
Introduction...................................................5
Commander Bridge Officer Skills.........52
Character Creation.........................................6 Weapons and Equipment.............................55
Captains....................................................6 Ship Weapons..........................................55
Career Paths.........................................6
Beam Weapons...................................56
Tactical Officer.................................6
Projectile Weapons..............................56
Science Officer..................................6 Ship Equipment.......................................56
Engineering Officer...........................7
Shields................................................57
Species Bonuses...................................7
Deflector Dishes..................................57
Additional Starting Traits......................9
Impulse Engines..................................58
Bridge Officers.........................................10
Consoles.............................................58
Acquiring Bridge Officers....................11
Devices...............................................58
Strategies for Selecting Bridge Officers
Commodities.......................................58
............................................................11 Ground Weapons.....................................59
Starting Ship............................................12 Ground Equipment..................................59
Ships............................................................13
Personal Shields..................................60
Cruisers...................................................14
Armor..................................................60
Cruiser Stats.......................................14
Kits......................................................60
Escorts.....................................................15
Devices...............................................61
Escort Stats.........................................15 Banks......................................................61
Science Vessels.......................................16 Leveling and Advancement..........................63
Science Vessel Stats...........................16 Grades vs. Ranks.....................................63
Combat Overview........................................18 Skill Point Spending Strategy...................64
Space Combat.........................................18
Retraining (Respecs)...........................65
Basics..................................................18 Training and Promoting Bridge Officers...65
Redirecting Shield Power....................19 Missions.......................................................67
Subsystem Settings............................20 Storyline Episodes...................................67
Beams vs. Torpedoes..........................21
Tutorial Mission Walkthrough..............67
Ground Combat.......................................21
Episode Walkthroughs.........................70
Basics..................................................22
Stranded in Space..........................70
Bridge Officer Commands...................23
Diplomatic Orders...........................70
Flanking..............................................24
Hide and Seek................................71
Expose and Exploit..............................24
Stop the Signal...............................73
Pausing...............................................25
Neutral Zone Diplomacy.................73
Kit Selection........................................25
The Kuvah'Magh.............................74
Skills............................................................26
War is Good for Business................74
Starfleet Skills.........................................26
To Boldly Go...................................75
Starfleet Lieutenant Skills...................27
Treasure Trading System................76
Starfleet Lt. Commander Skills............28
Secret Orders.................................76
Starfleet Commander Skills.................29
Task Force Hippocrates..................77
Starfleet Captain Skills........................31
City on the Edge of Never...............78
Starfleet Admiral Skills........................32 Exploration Missions................................80
Engineering Skills....................................33 Patrol Missions.........................................81
Science Officer Skills...............................36 PvP and FvF Zones..................................81
Tactical Officer Skills...............................38 War Zones (Competitive PvE)..................82
Bridge Officer Skills.................................39 Federation Economics..................................83
INTRODUCTION
Welcome to the Federation! In the world of Star Trek Online, all players start here.
Why is that? Some people are attracted to Federation characters for role-playing (RP)
reasons, inspired by the numerous television shows, movies and novels. They want to create
captains that follow in the footsteps of Kirk, Picard and Janeway.
There's an even simpler reason, though: the Federation is the only playable faction for
STO newcomers. A little bit of advancement is required to unlock Klingon characters, and
other potential playable factions like the Romulans and Cardassians remain on the drawing
board for the time being.
Fortunately, the Federation offers a little bit of something for everyone. Fed characters
enjoy a wealth of Player-versus-Enemy (PvE) content organized into Seasons and
Episodes, as well as the chance to explore previously uncharted worlds. There are also
opportunities to serve on the front lines of the conflict with the Klingons in consensual
Player-versus-Player (PvP) zones.
Read on for information and tips on how to get the most out of every aspect of your STO
Federation experience.
CHARACTER
CREATION
Tactical Officer
Federation
avatar
also
includes
bridge
Captains
ranged
attacks.
attacks
or
beefing
up
melee
Science Officer
your
captain
are
more
This
is
the
most
direct
Federation
than
Career Paths
Engineering Officer
Engineering
Officers
are
the
which
greatly
increases
the
Along with 5%
regeneration of health.
Species Bonuses
Many
Federation
players
have
damage.
found
in
empathy
other
reduces
species.
Their
aggro
and
allowing
but
have
only
under
very
specific
(DoT)
effects.
regeneration
and
some
Vulcans
whose
are
logical
well-known
minds
give
race
them
of
their
special
very
much
appearance options.
for
abilities,
specialized
larger
set
of
Peak Health
+10% Toxic DR
and max hit
points
Physical Strength
+10% Physical
melee damage
Resilient
Soldier
+5% Energy
damage, +10
Critical hit
severity
Stubborn
Sturdy
+10% Physical
and Kinetic DR
and Knockback
resistance
Sure Footed
+40% Root
resistance, +12%
Knockback
resistance
Telekinesis
Extra attack
doing15 Physical
damage and 30
ft. Knockback
Telepathic
+20 Stealth
detection, +1.5%
Expose chance, 1
sec. Expose
duration
Ground Trait
Bonuses
Acute Senses
+20% Stealth
detection, +10%
Exploit damage
Aggressive
+5% to all
Damage, +5%
Threat Generation
(aggro)
Cold Blooded
Covert
+10% Stealth
strength
Creative
+5% to kit
healing or
damage
Lucky
Mental Discipline
Natural
Immunities
+33% Radiation
and Toxic DR
Space Trait
Bonuses
Accuracy
+0.1 to hit w/
space weapons
+10 Starship
Operations skill
training
Astrophysicist
Efficient
Elusive
Techie
Warp Theorist
+5 to all Starship
subsystems
+0.1 Defense to
space weapons
+10 Starship
Engineering skill
training
+10 Starship
Warp Core skill
training
Science
Bridge
Officers
bring
Common
powers
include
ships.
Bridge Officers
ship's
subsystems.
The
10
abilities
Power
are
general boosts.
to
extremely
Weapons
useful
methods.
situations.
Earth
Spacedock
or
other
Starbases
the
make-up
of
the
team
in-between
11
Starting Ship
Throughout
your
Federation
career,
Engineering
and/or
captain's
Cruiser.
defense.
away
types
for
Conversely,
team
ensures
healing
if
your
that
you
aren't
outgunned.
You
will
be
able
to
change
the
the
same
each
have
on
their
abilities as well.
different
specialty.
bonuses
They
depending
12
SHIPS
captain
be
starship?
without
Though
his
every
you
select
new
ship.
However
the
category
has
weaknesses,
its
own
allowing
for
strengths
a
and
variety
of
Officers.
You
13
Cruisers
Classes:
Cheyenne,
Stargazer
and
Dakota
Crew: 500
Device Slots: 4
1 Ensign
Science Stations: 1 Lieutenant
among
they
their
have
subsystems.
more
Engineering
something
in
speed
Crew: 1,000
and
maneuverability.
Device Slots: 4
Tactical Stations: 1 Lieutenant
Engineering Stations: 1 Commander, 1
Cruiser Stats
Lieutenant
Tier 2: Cruiser
Classes:
Constitution,
Excalibur
and
Vesper
Crew: 400
Weapon Slots: 2 front, 2 rear
Device Slots: 4
Crew: 800
Engineering
Stations:
Ensign,
Lieutenant
Device Slots: 4
2 Engineering
Lieutenant Commander
Science Stations: 1 Lieutenant
14
Escort Stats
Tier 2: Escort
Tier 5: Star Cruiser
Classes:
Avenger,
and
Crew: 50
Emissary
Crew: 1,000
Device Slots: 2
Device Slots: 4
Lt. Commander
1 Engineering
4 Engineering
Escorts
Though
the
Federation
Device Slots: 2
Tactical Stations: 1 Lt. Commander, 1
has
always
Ensign
1 Engineering
turning speed.
Device Slots: 4
Tactical
Lieutenant
Stations:
Commander,
good offense.
15
Science Vessels
Prometheus,
and
Cerberus
most
advanced
Federation
technology,
Crew: 150
Device Slots: 2
Commander
Engineering Stations: 1 Lieutenant
3 Engineering
Crew: 200
Weapon Slots: 4 front, 3 rear
Device Slots: 2
Tactical Stations: 1 Commander, 1 Lt.
Commander
Crew: 100
Ensign
Device Slots: 3
2 Engineering
16
Device Slots: 3
Crew: 500
Device Slots: 3
Ensign
Intrepid,
Cochrane
Commander
and
Discovery
Crew: 200
Weapon Slots: 3 front, 3 rear
Device Slots: 3
Tactical Stations: 1 Lieutenant
Engineering Stations: 1 Lieutenant
Science
Stations:
Commander,
Lieutenant
Console Upgrades: 2 Tactical, 3 Science,
2 Engineering
Tier 5: Reconnaissance Science Vessel
Classes: Luna, Sol and Polaris
Crew: 350
Weapon Slots: 3 front, 3 rear
Device Slots: 3
Tactical Stations: 1 Lieutenant, 1 Ensign
Engineering Stations: 1 Lieutenant
Science Stations: 1 Commander, 1 Lt.
Commander
Console Upgrades: 3 Tactical, 4 Science,
2 Engineering
17
COMBAT
OVERVIEW
ven
scientific
things
the
Federation's
peacekeeping,
though
discovery
never
stay
and
too
Basics
Except
in
some
very
rare
mission-
Space Combat
18
weapons.
specific arc
within
which
in can
fire,
non-combat areas.
general,
more
powerful
weapons
have
19
on
the
forward
arrow,
for
Forcing
power
to
one
shield
is
and
want
to
keep
your
most
Auxiliary
to
boost
weapons
about
taking
simultaneous
hits
from
multiple directions.
than
yours
and
the
loss
in
Subsystem Settings
setting
increases
power
to
and
Auxiliary
while
keeping
this
are
and
dishes).
Weapons,
Shields,
Engines
setting
is
against
multiple
to
full
impulse
setting
subsystems.
it's
possible
to
while
leaving
20
Auxiliary
Engines
this
increases
levels,
untouched.
If
combat altogether.
are
more
effective
against
Ground Combat
weapons
to
wear
down
your
the
shields
are
considerably
and
21
personal
with
the
Federation's
Bridge Officers.
seconds.
The
represents
command.
in
the
personal
damage
Basics
icon
until
the
upper-left
current
shield
it
status
which
reaches
corner
of
our
absorbs
zero
and
know
the
basics
of
moving,
screen.
by
attacks
at
the
expense
of
slower
nearby foes.
22
Still,
you
will
eventually
encounter
team
Cardiopulmonary
screen.
using
the
Passive
Mode
Officers
not
attacked
by
to
This
tells
attack,
enemies.
your
even
They
if
will
Attack
Mode
This
tells
crew
same
special instructions.
on one foe.
character
your
captain
is
23
damage.
carried
team.
out
most
effectively
by
your
own
pretty
exactly
vulnerable
the
and
right
generally
time.
Bridge
Officer
state
for
several
seconds.
Flanking
24
Kit Selection
Pausing
help.
25
SKILLS
TO is a skill-based game. That's not unusual for an MMO, but since your
Federation captain doesn't have any attributes things you may see in other
games like strength, agility, intelligence and the like skills truly are the
Starfleet Skills
These skills are able to be learned by any captain, regardless of career path. Most of
them are related to improving the performance of your ship, but some of the ones that can
be trained early in the game give general bonuses to your Bridge Officers.
26
Effect
100 pts.
Boosts Modification
Training and Maintenance
Training skills of
Engineering Bridge
Officers
100 pts.
100 pts.
Starship Command
100 pts.
100 pts.
Starship Engineering
Training
100 pts.
Starship Operations
Training
100 pts.
Starship Projectile
Weapons Training
100 pts.
100 pts.
27
power management
abilities
Tactical Team Leader
100 pts.
Effect
Cruiser Captain
200 pts.
Escort Captain
200 pts.
200 pts.
200 pts.
200 pts.
200 pts.
Starship Deflectors
200 pts.
Starship Emitters
200 pts.
28
abilities
Starship Engine
Maintenance
200 pts.
Starship Mines
200 pts.
Starship Sensors
200 pts.
Starship Shield
Maintenance
200 pts.
Starship Torpedo
Weapons
200 pts.
200 pts.
Effect
300 pts.
300 pts.
300 pts.
29
300 pts.
300 pts.
Starship Disruptor
Weapons
300 pts.
Boosts damage of
disruptor ship weapons
300 pts.
300 pts.
300 pts.
300 pts.
Starship Quantum
Projectiles
300 pts.
300 pts.
300 pts.
300 pts.
30
Effect
Exploration Cruiser
Captain
400 pts.
400 pts.
400 pts.
Starship Engine
Performance
400 pts.
400 pts.
400 pts.
Starship Plasma
Projectiles
400 pts.
400 pts.
Starship Shield
Performance
400 pts.
Starship Subsystem
Repair
400 pts.
400 pts.
Starship Transphasic
Projectiles
400 pts.
Boosts damage of
transphasic projectile ship
weapons
31
400 pts.
Effect
500 pts.
500 pts.
Astrometrics
500 pts.
Boosts starship
astrometrics abilities
500 pts.
500 pts.
Photonic Theory
500 pts.
Reconnaissance Science
Vessel Captain
500 pts.
Spatial Anomaly
500 pts.
500 pts.
32
500 pts.
Boosts damage of
antiproton ship weapons
500 pts.
Starship Chroniton
Projectiles
500 pts.
Boosts damage of
chroniton projectile ship
weapons
500 pts.
500 pts.
Starship Tricobalt
Projectiles
500 pts.
Boosts damage of
tricobalt projectile ship
weapons
500 pts.
Engineering Skills
Engineers help out their teammates in ground combat scenarios in two ways. First and
foremost, they have access to a number of defensive buffs that can improve shields and
armor. They also can create devices that can impact the battlefield in both offensive
(turrets) and defensive (fortifications) ways. These skills modify all of those abilities.
Skill
Effect
Armor Engineering
(Admiral)
500 pts.
33
200 pts.
Drones (Admiral)
500 pts.
Explosives (Commander)
300 pts.
200 pts.
Field Fortifications
(Captain)
400 pts.
500 pts.
Firearms Engineering
(Captain)
400 pts.
Boosts firearms
engineering abilities like
Quick Fix and Weapons
Malfunction
Generators (Commander)
300 pts.
Maintenance Training
(Lieutenant)
100 pts.
Modification Training
(Lieutenant)
100 pts.
Personal Shields
Engineering (Commander)
300 pts.
34
Technician (Lt.
Commander)
200 pts.
Turrets (Captain)
400 pts.
35
Skill
Effect
200 pts.
Exogeology (Captain)
400 pts.
Molecular Chemistry
(Admiral)
500 pts.
Boosts molecular
chemistry abilities like
Biofilter Sweep and Triage
Nanite Treatments
(Admiral)
500 pts.
Physiology (Commander)
300 pts.
Psychology (Captain)
400 pts.
Quantum Mechanics
(Admiral)
500 pts.
36
Radiology (Captain)
400 pts.
Researcher (Lt.
Commander)
200 pts.
Scientific Practice
(Lieutenant)
100 pts.
Scientific Theory
(Lieutenant)
100 pts.
200 pts.
Toxicology (Commander)
300 pts.
Xenobiology
(Commander)
300 pts.
Boosts ground
xenobiology abilities like
Tricorder Scan and Stasis
Field
37
Skill
Effect
Advanced Warfare
(Admiral)
500 pts.
Assault Training
(Lieutenant)
100 pts.
100 pts.
500 pts.
Firearms (Commander)
300 pts.
Grenades (Commander)
300 pts.
300 pts.
38
200 pts.
200 pts.
200 pts.
Squad Command
(Admiral)
500 pts.
Stealth (Captain)
400 pts.
Tactics (Captain)
400 pts.
400 pts.
39
Career
Tactical
Beam Overload I
Tactical
Draw Fire I
Tactical
Increases threat
generation, buffs allies'
DR
Emergency Power to
Auxiliary I
Engineering
Temporarily increases
Auxiliary subsystem
power
Emergency Power to
Engines I
Engineering
Temporarily increases
power to impulse engines
Emergency Power to
Shields I
Engineering
Temporarily increases
power to shields
Emergency Power to
Weapons I
Engineering
Temporarily increases
power to weapons
Engineering Team I
Engineering
40
subsystems, buffs
engineering skill for own
ship or ally
Focus Fire I
Tactical
Debuffs damage
resistance of target
Gravimetric Shift I
Science
Hazard Emitters I
Science
Hypospray Dylovene I
Science
Jam Sensors I
Science
Leg Sweep I
Tactical
Science
Medical Tricorder I
Science
Mine Barrier I
Tactical
Photon Grenade I
Tactical
Polarize Hull I
Science
Quick Fix I
Engineering
Removes mechanical
debuffs, buffs ranged
41
Science
Shield Recharge I
Engineering
Tachyon Beam I
Science
Tachyon Harmonic I
Science
Tactical Team I
Tactical
Tactical
Torpedo: Spread I
Tactical
Tractor Beam I
Science
Science
Weapons Malfunction I
Engineering
42
Career
Effect
Tactical
Tactical
Auxiliary to Battery I
Engineering
Auxiliary to Dampeners I
Engineering
Auxiliary to Structural I
Engineering
Tactical
Beam Overload II
Tactical
Tactical
Targets Auxiliary
subsystems of enemy ship
with next beam array
attack
Tactical
Targets Engines
subsystems of enemy ship
with next beam array
attack
Tactical
Targets Shields
subsystems of enemy ship
with next beam array
attack
Tactical
Targets Weapons
43
Engineering
Tactical
Tactical
Science
Directed Energy
Modulation I
Engineering
Increases shield
penetration of own ship's
energy weapons
Tactical
Tactical
Draw Fire II
Tactical
Increases threat
generation, buffs allies'
DR
Emergency Power to
Auxiliary II
Engineering
Temporarily increases
Auxiliary subsystem
power
Emergency Power to
Engines II
Engineering
Temporarily increases
power to impulse engines
Emergency Power to
Shields II
Engineering
Temporarily increases
power to shields
Emergency Power to
Weapons II
Engineering
Temporarily increases
power to weapons
Energy Siphon I
Science
44
Engineering
Extend Shields I
Engineering
Feedback Pulse I
Science
Focus Fire II
Tactical
Debuffs damage
resistance of target
Gravimetric Shift II
Science
Hazard Emitters II
Science
Hypospray Dylovene II
Science
Jam Sensors II
Science
Leg Sweep II
Tactical
Lunge I
Tactical
Science
45
Medical Tricorder II
Science
Mine Barrier II
Engineering
Engineering
Photon Grenade II
Tactical
Photonic Officer I
Science
Polarize Hull II
Science
Quick Fix II
Engineering
Removes mechanical
debuffs, buffs ranged
damage on self or ally
Engineering
Engineering
Science Team II
Science
Scramble Sensors I
Science
Shield Generator I
Engineering
Shield Recharge II
Engineering
46
Smoke Grenade I
Tactical
Sonic Pulse I
Science
Stasis Field I
Science
Holds target
Suppressing Fire I
Tactical
Tachyon Beam II
Science
Tachyon Harmonic II
Science
Tactical Team II
Tactical
Target Optics I
Tactical
Tactical
Torpedo: Spread II
Tactical
Tractor Beam II
Science
Science
Science
Tricorder Scan I
Science
Increases user's
47
perception, debuffs DR
and stealth of all enemies
in radius
Tyken's Rift I
Science
Vascular Regenerator I
Science
Weapons Malfunction II
Engineering
Career
Effect
Aceton Field I
Engineering
Tactical
Tactical
Tactical
Auxiliary to Battery II
Engineering
Auxiliary to Dampeners II
Engineering
Auxiliary to Structural II
Engineering
48
Boarding Party II
Engineering
Tactical
Tactical
Science
Cover Shield I
Engineering
Directed Energy
Modulation II
Engineering
Increases shield
penetration of own ship's
energy weapons
Tactical
Tactical
Engineering
Energy Siphon II
Science
Equipment Diagnostics I
Engineering
Removes mechanical
debuffs and buffs DR of
target
Extend Shields II
Engineering
Fire on my Mark I
Tactical
49
Gravity Well I
Science
Hyperonic Radiation I
Science
Hypospray Melorazine I
Science
Lunge II
Tactical
Medical Generator
Fabrication I
Engineering
Neural Neutralizer I
Science
Overwatch I
Tactical
Engineering
Photonic Officer II
Science
Science
Plasma Grenade I
Tactical
Quantum Mortar
Fabrication I
Engineering
Engineering
50
Engineering
Scramble Sensors II
Science
Shield Generator II
Engineering
Smoke Grenade II
Tactical
Sonic Pulse II
Science
Stasis Field II
Science
Holds target
Stealth Module I
Tactical
Suppressing Fire II
Tactical
Target Optics II
Tactical
Science
Tricorder Scan II
Science
Increases user's
perception, debuffs DR
and stealth of all enemies
in radius
Tyken's Rift II
Science
51
target ship
Vascular Regenerator II
Science
Viral Matrix I
Science
Career
Effect
Aceton Field II
Engineering
Ambush I
Tactical
Anesthizine Gas I
Science
Tactical
Combat Supply I
Engineering
Cover Shield II
Engineering
Dampening Field I
Science
Engineering
52
Engineering
Removes mechanical
debuffs and buffs DR of
target
Fire on my Mark II
Tactical
Fuse Armor I
Engineering
Gravity Well II
Science
Hyperonic Radiation II
Science
Hypospray Melorazine II
Science
Medical Generator
Fabrication II
Engineering
Motion Accelerator I
Tactical
Science
Neural Neutralizer II
Science
Overwatch II
Tactical
Science
53
enemy ships
Plasma Grenade II
Tactical
Quantum Mortar
Fabrication II
Engineering
Stealth Module II
Tactical
Stun Grenade I
Tactical
Engineering
54
WEAPONS
AND
EQUIPMENT
reward
for
completing
missions
or
Ship Weapons
As explained in the Ships chapter, every
tricorder in hand.
inventory
will
equipped
weapons
compare
it
its
stats
could
with
replace,
55
them.
Generally
speaking,
Projectile Weapons
Beam Weapons
Starship
beam
weapons
do
energy
phasers,
includes
and
but
tetryon
the
family
beams,
all
also
of
which
are
Ship Equipment
like this:
engines.
only
Bank 90 degrees
56
levels of rarity.
any type
Ships can equip only one set of shields
Shields
at a time.
Deflector Dishes
and
regenerate
automatically
characteristics:
Space
capacity,
which
is
the
abilities
and
that
utilize
Emitters.
Sensors,
Deflectors
standard
to the hull.
area:
properties:
At
Resilient
are
also
have
levels
and
there
capacity
half
ranks,
the
lower
Have
higher
capacity
but
the
slowet
regeneration rate
57
Impulse Engines
two varieties:
to engines,
making
them
Devices
power configuration
Consoles
Commodities
They
are
needed
for
some
kinds
of
58
Ground Weapons
However,
Bridge
Officers
aren't
Ground Equipment
ability
to
survive
in
ground
combat
used by anyone.
59
Personal Shields
Polyalloy
Weave
Offers
extra
health instantly.
Kits
Armor
also
grants
mission.
wear
body
armor
that
Basic
Grenades
Tactical
kit
gives
the
60
Devices
banks.
Every
captain
automatically
has
and beverages).
the
Exchange
Memory Alpha.
and
Stateroom)
and
at
your ship.
Items can be swapped to and from either
kind of bank simply by dragging them
Banks
between
the
inventory
or
screens.
61
bank
ship
window
or
and
character
your
Status
62
LEVELING
AND
ADVANCEMEN
T
Skill
Points
by
accepting
and
63
from
the
Starship
Beam
Weapons
Lt.
pigeon-holing
into
specific
roles.
This
direction.
Skills stack
64
Retraining (Respecs)
opportunities
to
Retrain
(also
known
from scratch.
Of course you always have the option of
swapping your away team members around
Ship selection
Training And
Promoting Bridge
Officers
class-specific
Escort
skills
as
you
advance.
65
strategy
here
is
pretty
66
MISSIONS
A
both
development
team
versus
parlance,
primary
the
game's
means
for
storyline
are
the
advancing
and
(FvF)
zones
Faction
Faction
promising
for
the
as well.
your
Storyline Episodes
into
the
storyline
for
the
Federation,
possible rank.
are
also
exploration
missions
to
uncharted
worlds,
with
important
aspects
of
STO
like
Bridge
67
to
graduate
from
Ensign
to
ground
interface.
Once
you're
Speak
to
the
Emergency
Medical
merits.
over.
68
drones
menacing
them
by
the
the
Stateroom
where
promotion
Points
(enough
to
consoles
fairly easily.
ship
Points
to
Lieutenant),
your
Officer
you
for
Bridge
promote
and
and
free
no charge.
him.
by
the device.
Shut
down
the
Borg
array
69
Episode Walkthroughs
The
following
pages
will
walk
you
each console.
rank.
Stranded in Space
back
to
the
room
you
started
from,
the way.
final
wave
of
Orion
attackers.
The
Diplomatic Orders
70
Spacedock
in
the
Sol
System,
P'Jem System.
arrive.
The
Undine
your ship.
several
squads
of
Klingons.
You'll
Mk. I kits
71
gleaned
from
coded
within
transporter
range
to
beam
station.
The
Nebula
plays
havoc
with
your
Draguas Cruiser.
Frigates.
When you have a clear path, fly close to
Fly close to the decalithium mine to
discover
something
is
jamming
your
72
downloading
data
from
the
rewards.
attack
from
several
Klingon
Raptors.
battle,
which
Dreadnought.
is
against
the
Undine
weapons
Block
Rewards: 52 Skill Points, 13 Bridge
engaging in battle.
73
The Kuvah'Magh
building.
Block
You'll
have
to
defeat
more
Paris.
group
of
five
Orion
ships
are
Mk. II kits
74
Nandi.
asteroids
within
the
nebula,
To Boldly Go
explosives.
Your away team will have to scan four
75
encounter
get
final
each
batch
system
and
the
Badge
of
for
more
exploration
missions.
the
Klingons
and
direct
you
to
Secret Orders
76
superweapons.
Where:
Xarantine
System,
Pi
Canus
Sector Block
the Gorn.
77
the
toughest
groups
of
ground-based
Captain
and
been captured.
is
leading
the
attackers,
Block
have
Points
and
155
Starfleet
Merits
for
set
up
welcoming
committee.
78
hallway.
free Paris.
Gateway System.
is destroyed or not.
from
time.
79
the
Department
of
Temporal
Exploration
Missions
Abandoned
base
Starfleet
abandoned,
and
you
they
aren't
much
use
downloading
for
data
from
several
computer terminals.
unmapped
star
systems
in
anomalies
certain
and
and
resulting
flying
items
scanning
the
collecting
will
the
satisfy
the
mission requirements.
Commodities
missions
Not
missions
so.
involve
contact
with
credits.
commodity
Distress
call
broker
and
Either
spend
Starfleet
defeat
encounter.
80
any
enemies
you
Patrol Missions
zones.
Entering
one
of
those
which
shows
scenarios
that
zone.
are
you
available.
allowed
the
different
Every
to
grouping
participate
PvP
of
(for
require
minimum
number
of
81
War Zones
(Competitive PvE)
captains
to
start.
The
in-game
them,
square.
the
mission
objectives
involve
minute.
82
FEDERATION
ECONOMICS
Along
with
physical
goods,
energy
Energy Credits
various starbases.
Exchanges
83
Starfleet Merits
receive
Starfleet
Merits
for
completing
merchants.
Replicators
want?
84
Since
the
storyline
missions
aren't
scratch.
Badges
of
Exploration
are
nice
consolation prize.
Merits.
Mk.
II
gear
needs
Badges
of
Badges Of
Exploration
exploring
systems
in
the
Delta
Mk.
IV
gear
Exploration, 2
exploring
needs
nd
Badges
of
Order, earned by
systems
in
the
Hromi
Mk.
VI
gear
needs
Badges
of
Exploration, 3
Exploration.
Mk.
VIII
rd
gear
Order, earned by
needs
Badges
of
systems
in
85
the
Rolor
Mk.
gear
needs
Badges
Anomalous Data
(Crafting)
of
systems
in
the
Zenas
Expanse
The second level of the Shipyard at
Who
What
Ensign Olesre
Commander
Tafeng
Lt. Commander
Phlim
Lieutenant Yeniz
Lieutenant Jotun
the
Federation
scientists
at
Lt. Commander
Orjas
you
upgrade
your
weapons
or
equipment.
Your first contact at Memory Alpha will
be Commander Jenna Romaine, who is
located in the center of the facility's large
central room. She can get you started with
the following upgrades:
86
Formula
Special Bonus
Large Hypo
None
None
Personal Shield
Mk. II
Increased shield
hit points
Personal Shield
Mk. II
+310 percent
shield
regeneration
Disruptor Bolt
Dual Pistol
Sweep Mk. II
Chance of bonus
Physical DoT
Phaser Beam
Pistol Wide
Beam Mk. II
Chance of
knockback
Phaser Beam
Array Mk. II
+ 0.1 accuracy
Phaser Beam
Array Mk. II
+20 critical
severity
Phaser Beam
Array Mk. II
+2% critical
chance
87
+0.1 accuracy
Photon Torpedo
Launcher Mk. II
+20 critical
severity
Photon Torpedo
Launcher Mk. II
+2% critical
chance
Engineering Kit
Basic Explosives
Mk. II
Grants both
Transphasic
Bomb I and
Chroniton Mine
Barrier I abilities
Science Kit
Medic Mk. II
Grants both
Vascular
Regenerator I
and Medical
Tricorder I
abilities
Tactical Kit
Basic Grenades
Mk. II
Grants both
Smoke Grenade
I and Photon
Grenade I
abilities
88
The C-Store
items
are
more
for
flavor
C-Store.
using
Cryptic
Points,
which
can
be
players.
STO websites.
The price varies by bundle so that you
get more points per dollar by buying more
at one time. In all cases, though, Cryptic
Points will run you less than two cents per
point.
There's no point in listing the items in
the C-Store because the selection is always
changing. Popular purchases include extra
playable races, extra character slots and
the ability to Retrain (or respec) your
captain, changing up his or her build by
spending all skill points over from the
beginning.
89