Playing STO

From Star Trek Online Wiki

So you've installed the game, loaded it up, and are ready to play Star Trek Online. Below is a quick primer on what you should know before setting foot on Earth Spacedock for the very first time.

Contents

Factions

Intially, the only faction you are able to play as is the Federation. Once you reach Lieutenant level 6, the Klingon Empire is unlocked as a playable faction.

Races

Each faction has its own collection of playable races, shown below:

Federation

Klingon Empire

Shared

Traits

Legend
  Available
  Not Available
  Required (Gender)

Once you've picked your race (or you've chosen to create your own custom race), you're ready to pick out your traits. All preset races come with one or more required traits, with the remaining traits available for picking, for a total of four traits.

For a list of available traits per race, see our trait chart, or see a miniaturized version below.

Federation

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Space Aln And Baj Ben Bet Bol Fer Hum JTr Kli LBo Sau Trl Vul
Accurate
  • Improves the accuracy of space weapons.
  • +0.1 Accuracy
                           
Astrophysicist
  • Improves your operations stat, which enhances ship deflector, emitter and sensor abilities.
  • +10 Starship Operations Training
                           
Efficient
  • Provides a bonus to efficiency stats, improving the effectiveness of many of your power management abilities.
  • +5 to Starship Shield, Engine, Energy Weapon and Auxiliary Efficiency
                           
Elusive
  • Reduces the chance for enemy ships to hit you with their weapons.
  • +0.1 Defense
                           
Joined Symbiote
  • The memories of your symbiote improve your abilities in a wide range of starship roles.
  • +3.3 to Starship Energy & Projectile Weapons, Warp Core, Engineering Training, and +6.7 to Starship Operations Training
                           
Leadership
  • Inspires your ship crew, leading to 15% faster damage and subsystem repair.
  • possibly still bugged as of Version ST.0.20100217c.2, and not giving any bonus.
                           
Techie
  • Improves your engineers stat, which increases the effectiveness of maintenance, repair and performance powers.
  • +10 Starship Engineering Training
                           
Warp Theorist
  • Improves your warp core stat, which increases the power levels of your ship.
  • +10 Starship Warp Core Training
                           


Ground Aln And Baj Ben Bet Bol Fer Hum JTr Kli LBo Sau Trl Vul
Acute Senses
  • Makes it significantly easier to detect stealthed opponents and increases your exploit damage by 10%.
  • +20% Stealth Sight, +10% Exploit Damage
                           
Aggressive
  • Improves the damage you deal and makes enemies more likely to attack you over other targets.
  • +5% All Damage bonus strength, +5% Threat Generation
                           
Borg Neural Blast
  • Inject the target with neural toxins, which continually attempt to hold the target for the duration. Also reduces target's movement speed.
  • Targets foe: 6.1m range, 1 min cooldown, -75% run speed for 30 sec, during which there is a 40% chance for +2 hold for 3 sec
                           
Borg Nanites
  • Constantly regenerates shields and health.
  • +0.1 Health Regeneration, +10% Shield Regeneration strength
                           
Circulatory Redundancies (improved Cold Blooded)
  • Provides innate resistance to the effects of toxins and fires.
  • +10% Plasma DoT resistance, +40% Toxic Damage resistance, +25% Fire Damage resistance
                           
Corrosive Blood
  • Provides innate resistance to the effects of toxins. Whenever you are bitten, your corrosive blood inflicts toxic damage on the attacker.
  • +20% Toxic DoT resistance, when bitten inflicts a toxic DoT with a chance to hold the attacker
                           
Cold Blooded
  • Provides moderate resistance to fire damage and some resistance to plasma fire damage over time effects.
  • +25% Fire Damage resistance, +10% Plasma DoT resistance
                           
Ground Aln And Baj Ben Bet Bol Fer Hum JTr Kli LBo Sau Trl Vul
Covert
  • Increases the effectiveness of your stealth abilities and boots exploit damage by 20% while stealthed.
  • +10% Aggression Stealth, +10% Perception Stealth strength
                           
Creative
  • Improves the damage and healing of your kit powers.
  • +5% All damage bonus strength, +5% Hit Points bonus strength
                           
Empathic
  • Reduces the amount of attention you attract during battle and improves the rate at which your team recovers hitpoints.
  • 15m radius, +0.05 Health Regeneration to Team, -20% Threat Generation to Self
                           
Fury
  • Gradually increases your damage once your health drops below half, making you deal more damage the closer you come to death.
  • Below 50% Health, +??% All Damage bonus strength
                           
Honorable
  • Increases damage resistance and threat generation
  • +5% All Damage resistance, +10% Threat Generation
                           
Hyper Metabolism (improved Natural Immunities)
  • Constantly regenerates health and provides innate resistance to the effects of radiation and toxins.
  • +33% Radiation and Toxic Damage resistance, +0.1 Health Regeneration
                           
Limited Telepathy
  • Improves the duration of exposes and makes it significantly easier to detect stealthed opponents.
  • +20% Stealth Sight (likely also +1 sec Expose Duration, like Telepathic)
                           
Ground Aln And Baj Ben Bet Bol Fer Hum JTr Kli LBo Sau Trl Vul
Logical (improved Mental Discipline)
  • Provides innate resistance to the effects of psionic attacks as well as confuse and placate.
  • +30% Psionic Damage resistance, Confuse and Placate resistance
                           
Lucky
  • Increases critical hit chance and expose chance. Does not stack with other expose chance buffs.
  • +3% Critical Chance
                           
Mental Discipline
  • Provides innate resistance to the effects of psionic attacks as well as confuse and placate.
  • +15% Psionic Damage resistance, +20% Confuse and Placate resistance
                           
Mind Meld
  • Applies a short duration hold and a longer duration confuse to the target. Mind Meld is difficult to resist.
  • Targets foe: 15.24m range, 0.75 - 3.0 sec length, 2 min 30 sec cooldown, applies Hold and +1 Confuse
                           
Natural Armor (similar to Resilient)
  • Provides innate resistance to physical and energy damage
  • +10% Physical Damage resistance, +3% All Energy Damage resistance
                           
Natural Immunities
  • Provides innate resistance to the effects of radiation and toxins.
  • +33% Radiation and Toxic Damage resistance
                           
Ground Aln And Baj Ben Bet Bol Fer Hum JTr Kli LBo Sau Trl Vul
Nerve Pinch
  • Precise pinch on the target's neck. Prevents the target from taking action for the duration.
  • Targets foe: 1.52m range, 3 min cooldown, +Hold for 10 seconds, +Hold Immunity Strength to Energy Stun once expired
                           
Peak Health
  • Improves maximum health and toxic resistance.
  • +10% Maximum Hit Points, +10% Toxic Damage resistance
                           
Physical Strength
  • Improves the damage of melee attacks.
  • +10% Physical Damage bonus strength
                           
Resilient
  • Provides innate resistance to physical and energy damage.
  • +5% Physical Damage resistance, +5% All Energy Damage resistance
                           
Soldier
  • Increases the damage and critical hit damage of your ranged weapons.
  • +5% All Energy Damage bonus strength, +10 Critical Severity
                           
Spiritual
  • Allows you to constantly recover health and also increases the effectiveness of healing abilities used on you.
  • +10% bonus to healing abilities used on you, +0.1 Health Regeneration
                           
Ground Aln And Baj Ben Bet Bol Fer Hum JTr Kli LBo Sau Trl Vul
Stubborn
  • Improves resistance against placate and abilities that reduce your movement speed or prevent you from acting.
  • +40% Run Speed resistance, +20% Hold & +50% Placate resistance
                           
Sturdy
  • Provides innate resistance to physical damage and knockback attacks.
  • +10% Physical and Kinetic Damage resistance, +10% Knockback resistance
                           
Sure Footed
  • Improves resistance against powers that knock you back or root you in place.
  • +40% Root & +12% Knockback Resistance
                           
Teamwork
  • Improves the exploit damage done by you and your allies by 5%
  • +5% team exploit damage (15m sphere around you)
                           
Telekinetic
  • Knocks back the target with kinetic force.
  • Targets foe: 22.86m range, 1 min cooldown, 15 Physical Damage, knocks back 30 feet
                           
Telepathic (improved Limited Telepathy)
  • Improves the chance of exposing a target as well as the duration of the expose. Makes it easier to detect stealthed opponents. Does not stack with other expose chance buffs.
  • +20% Stealth Sight, +1.5% Expose Chance, +1 sec Expose Duration
                           
Warrior (improved Soldier)
  • Increases ranged weapon damage, physical melee damage, and crit damage.
  • +15% Physical & +5% All Energy Damage bonus strength, +15 Critical Severity
                           

Klingon Defense Force

Gorn Klingon Lethean Nauscn Orion Alien
Accurate            
Acute Senses            
Aggressive            
Astrophys.            
Bite            
Cold Blood            
Covert            
Creative            
Efficient            
Elusive            
Honorable            
Lucky            
Mental Disc.            
Nat. Immun.            
Peak Health            
Gorn Klingon Lethean Nauscn Orion Alien
Phy. Strength         (M)  
Pirate            
Rapture            
Reptil. Str.            
Resilient            
Seduce         (F)  
Soldier            
Stubborn            
Sturdy            
Sure Footed            
Techie            
Telekinetic            
Telepathic            
Warp Theorist            
Warrior            

Ranks

As you complete missions in Star Trek Online, you will need to increase your skills by spending skillpoints and Bridge Officer Skillpoints in order to advance to the next rank. Unspent points do not count toward your position in Starfleet.

There are five ranks in Star Trek Online (six counting Ensign), each with ten Grades, from 1–10. As you advance in Grade, you will gain new abilities. As you advance in Rank, you will unlock new ships, items and locations.

  • Ensign - When you first start off the game, you are a lowly Ensign, the lowest commissioned rank in Starfleet. There is only one level in this rank, so one can think of this as level -1 (or level 0). It only takes a mission or two before you are promoted to the next rank.
  • Lieutenant, Grades 1–10 - Despite being divided into two grades (Junior Grade and regular Lieutenant) in the Star Trek canon, there is only one Lieutenant rank in this game.
  • Lieutenant Commander, Grades 1–10 - The next rank after Lieutenant sees the player gaining access to the three types of starships: Escorts, Cruisers and Science Vessels.
  • Commander, Grades 1–10 - The next rank after Lt. Commander, and the rank prior to Captain, sees the player gain access to several more classes of starships.
  • Captain 1–10 - The penultimate rank in the game thus far, Captains have access to another collection of starship types.
  • Admiral, Grades 1–5 - This is the highest rank any player is able to achieve at this time. Once you are an Admiral, twice as many ships as usual become available for purchase and usage — a total of 18 new starship classes.

Skills & Abilities

Abilities give you new powers. Skills increase the effectiveness of existing powers, as well as Bridge officer abilities. More specialized skills and abilities are available only once you have reached a particular rank. For example, you must reach the rank of Lieutenant Commander before you can acquire the Starship Auxiliary Systems Maintenance skill.

Appropriate skills can combine their bonuses. For example, a captain trained as an Engineer would be able to combine the bonuses from the Modification Training, Fabrication Engineer and Drones skills while using Support Drones to protect his or her Away Team.

Bridge Officers

Bridge Officers must advance in Rank before more abilities are available to them. Since you are their captain, you must promote them to a higher rank. Bridge Officers must be a lower rank then you, so you will not be able to promote any of them until you reach the rank of Lieutenant Commander.

A Bridge Officer that has sufficiently advanced his or her abilities will be eligible for a promotion, which can be handled through the Skills window.

You can spend Bridge Officer Skillpoints on ability improvements or training in new abilities. These abilities increase in effictiveness as they move from version I to III. You may have have Bridge Officers join your crew with version I or II abilities, but they must be trained in version III abilities to learn them.

Training some of your skills to the highest level will unlock new training nodes. Then, you will be able to train a Bridge Officer of the appropriate Rank in a version III ability.

You will only be able to train Bridge Officers in the same career path as you. Therefore, a captain who is in the Science track cannot train a Tactical officer in any ability.

You can also train your officers by doing research at major facilities such as Memory Alpha.

Notes

  1. 1.0 1.1 1.2 1.3 1.4 Available for Federation via purchase from C-Store
  2. Joined Trill are available with Digital Deluxe Edition or via purchase from C-Store
  3. Exclusively available to lifetime subscribers