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Guide: Trait Powers

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Bridger, Tue 09 Dec, 2014 5:10 PM
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    #1
     –  Last edited by Bridger; Tue 16 Dec, 2014 11:37 AM.
    H S E
    Trait Powers

    In this Guide you will find a list of all available Traits.

    You will have to Activate the Traits in your "Personal Traits Window" for them to become active


    separator
    • CONTENTS:
    • CAREER SPECIFIC SPACE TRAITS
    • CAREER SPECIFIC GROUND TRAITS
    • RACE SPECIFIC TRAITS - FEDERATION
    • RACE SPECIFIC TRAITS - KLINGON EMPIRE
    • RACE SPECIFIC TRAITS - ROMULAN REPUBLIC
    • RACE SPECIFIC TRAITS - SPECIAL RACES
    • RACE SPECIFIC TRAIT ABILITIES
    • SPACE TRAITS
    • GROUND TRAITS
    • STARSHIP TRAITS
    • SPECIALIZATION - SPACE TRAITS
    • SPECIALIZATION - GROUND TRAITS
    • LOCK BOX - SPACE TRAITS
    • LOCK BOX - GROUND TRAITS
    • LOCK BOX - STARSHIP TRAITS
    • TRAITS REWARDED BY SPACE MISSIONS
    • TRAITS REWARDED BY GROUND MISSIONS
    • CRAFTING TRAITS

    separator

    CAREER SPECIFIC SPACE TRAITS[TOP]

    Tactical: Crippling Fire

    This trait causes all of your critical hits with attacks to reduce your target's Accuracy by a moderate amount. This effect stacks up to three times.

    Tactical: Last Ditch Effort

    This trait doubles the amount of damage resistance that your outgoing weapon attacks grant you while under the effects of Go Down Fighting. This damage resistance increase stacks up to three times.


    Engineering: EPS Manifold Efficiency

    When you use Emergency Power to Auxiliary, Emergency Power to Engines, Emergency Power to Shields, or Emergency Power to Weapons, this trait causes all of your other power levels to gain a moderate subsystem boost. When you use any Battery, this trait causes all of your other power levels to gain a large subsystem boost. The duration of these subsystem power boosts is based on your Batteries skill.

    Engineering: Grace Under Fire

    If you take more than 20% of your hitpoints in damage within a 5 second period, the cooldown on Miracle Worker is reset. This trait will only trigger when Miracle Worker is already on cooldown, and can only trigger once every 90 seconds.


    Science: Conservation of Energy

    This trait causes all energy weapon attacks against you to have a chance of increasing your Exotic Damage. This damage increase stacks up to three times. Exotic Damage powers are powers whose damage increases with the Starship Particle Generators skill.

    Science: Photonic Capacitor

    This trait causes the activation of your Science abilities to reduce your remaining cooldown on Photonic Fleet by 20 seconds. This effect may only be triggered a maximum of once every 10 seconds, and will only trigger if Photonic Fleet is currently in cooldown.


    CAREER SPECIFIC GROUND TRAITS[TOP]


    Tactical: Situational Awareness

    This trait causes all of your Grenade powers to expose their targets for up to 7 seconds.

    Tactical: Strike Team Specialist

    When attacking target, you have a chance to increase your Critical Hit chance for 15 seconds. This can stack up to three times.


    Engineering: Nanomolecular Architect

    This trait enhances all of your Turrets and Drones to have increased Resistance to all damage and increased Regeneration.

    Engineering: Shield Harmonic Resonance

    When you are hit by an energy weapon, your shields generate additional Resistance to that type of energy. This Resistance stacks up to three times. Only one type of Energy Resistance can be active at any given time from this trait.


    Science: Field Researcher

    This trait improves your damage dealt to enemies affected by Control or Debuff powers.

    Science: Medical Vanguard

    This trait enhances all of your Buffs and Heals to harden their target's shields, preventing any damage from bleeding through the shields and hitting the target. They also provide a moderate shield heal to the target, ensuring that their hardened shields can adequately protect them.

    RACE SPECIFIC TRAITS FEDERATION[TOP]

    Human

    Humans are inspirational leaders and work exceptionally well with others. Their Leadership inspires their comrades to work harder and faster than they otherwise could, and their Teamwork allows them to exploit combat opportunities created by teammates to great effect.

    Increases Subsystem Repair and Hull Regen Rate in Space
    Increases team exploit damage on Ground


    Andorian

    Andorians are known for their passion in combat and their acute perception of their surroundings. As Andorians take damage, they gain a bonus to their own outgoing damage based on how much health they are missing. Their acute senses allow them to sense stealthed opponents, deal more damage with Exploit attacks, and reduce the amount of damage they take from flanking.


    On Ground: +Bonus damage for each point of missing health. This bonus increases greatly as your health nears zero.
    On Ground: +10 Perception
    +10% Exploit Damage
    +25% Resistance to Flanking damage


    Bajoran

    Bajorans are a deeply spiritual race dedicated to their gods, the Prophets. Their spiritualism and creativity inspires them to find new and improved ways to heal themselves and their allies.

    On Ground: +0.2% Healing to Shields and Hitpoints
    On Ground: 10% bonus to healing abilities used on you
    +0.1 Regeneration


    Benzite

    Benzite bodies are protected by a smooth, chitinous covering, providing them protection from physical damage. Benzites have a unique internal chemistry which prevents them from functioning in a standard Federation environment, but which also provides them heightened resistance to Toxic and Radiation damage.

    On Ground: Resistance to Physical and Energy damage.
    On Ground: Resistance to Toxic and Radiation damage.


    Betazoid

    Because of their telepathic abilities, Betazoid are open about their emotions and they value honesty. Their telepathy makes them more perceptive of nearby foes than most other races, and their emotional empathy helps their teammates sustain the traumas of combat with high spirits.

    On Ground: +10 Perception
    +1.5% Expose Chance
    +1 sec Expose Duration
    On Ground: Reduced threat, Increased Team Regeneration.


    Bolian

    Bolians are highly outspoken and jovial. Their internal chemistry makes them resistant to Toxic damage, as well as corrosive to foes who bite them. Their hearty nature also provides them with an increase in maximum hitpoints.

    On Ground: Chance for Toxic DoT against attackers who bite you.
    On Ground: +Maximum Hitpoints, +Resistance to Toxic


    Caitian

    Caitians are a felinoid race with distinct cat-like features. As their homeworld, Cait, has been a Federation member as early as 2286, Caitians are known to serve both in Starfleet and on the Federation Council. They're known throughout their quadrant for their intelligence, curiosity, loyalty and love of beauty. Caitians' interlocking personal and clan relationships can create large family groups that sometimes number in the hundreds.

    On Ground: 10% chance to Dodge half damage on ranged Attacks
    +75% Jump Height
    +10 Perception
    +10% Exploit Damage


    Ferengi

    Ferengi are shrewd, perceptive businessmen with a naturally resilient physiology. Their penchant for bargaining gives them a 20% discount in all store prices for items sold for energy credits or gold-pressed latinum, their hardy immune systems increase their resistance to Radiation and Toxic damage, and their unique cerebral structure makes them deal more damage with Exploit attacks and take less damage from Flanking attacks.

    +10 Perception
    0.25 Flank Damage Reduction
    +10% Exploit Damage
    20% energy credit/gold-pressed latinum store discount
    +0.33 Resistance to Toxic and Radiation


    Pakled

    The Pakleds are a largely nomadic species that often trade, scavenge or steal from other species for their technology. Pakleds have underdeveloped verbal communication skills. Due to this, many people underestimate them, thinking that they are too intellectually challenged to be devious, which they use to their advantage.

    While most Pakleds are politically unaligned, a few have chosen to join Starfleet, where they have demonstrated that they can become more than simple nomads or traders.

    Ground Trait. Increases your vulnerability to mind controlling attacks, but makes you incredibly lucky. Confuse effects can make you attack your allies while placate can prevent you from seeing a foe that placated you. This trait will increase the duration of those negative effects. However, your chance to land a Critical Hit, which can cause bonus damage to a foe, is increased.

    +4% Critical Chance
    -30 Stun resistance
    -30 Confuse resistance
    -30 Placate resistance


    Rigelian

    Rigelian are a humanoid race inhabiting Rigel V. Rigelians have been a warp capable species since at least the mid 22nd century, and took part in the 2155 Coalition of Planets talks which lead to the formation of the United Federation of Planets.

    Ground Trait. Activating Spirit Walk temporarily increases your damage resistance and provides a surge of healing.

    +60 Hit Points
    +9 Hit Points/sec for 6 sec
    +100 All Damage Resistance Rating for 6 sec


    Saurian

    Saurians, from the world of Sauria, are a reptilian species.

    Ground Trait. Provides innate resistance to toxic and fire damage, as well as plasma Damage Over Time (DoT).

    +10 Plasma Damage Resistance Rating
    +40 Toxic Damage Resistance Rating
    +25 Fire Damage Resistance Rating
    +10 Perception
    +5% Exploit Damage
    +20% Resistance to Flanking Damage


    Tellarite

    Tellarites are short humanoids from the planet Tellar. They have stubby noses and a very argumentative personality. They were one of the founding races of the United Federation of Planets, along with Humans, Andorians, and Vulcans.

    Tellarites are known to be stubborn and prideful, and they have strong emotional responses. Tellarites' pig-headedness gives them resistance to Physical and Kinetic damage, and makes Placate, Hold, and Knockback effects less effective on them. Tellarites' stubbornness also allows them to break free from Confuse and Placate effects with great effort.

    On Ground: +Res (Physical, Kinetic), +Res (Placate, Hold, Knock)
    50% chance for +20% All Damage for 20 sec when receiving a critical hit.
    On Ground: Click "Stubborn" to free yourself from Confuse and Placate effects.


    Trill

    Trill are humanoid lifeforms native to their home world Trill.

    Ground trait. Increased your health regeneration and provides innate resistance to radiation and toxic damage.

    +33 Radiation Damage resistance
    +33 Toxic Damage resistance
    +0.1 Health Regeneration


    Joined Trill

    The Trill race consists of both hosts and symbionts. The Trill symbiont is a creature which is implanted into a Trill host, and subsequently joins with it. Not all Trill become joined, and only a portion of their population is selected to be eligible for joining. It is known that over half the Trill population can be joined with a symbiont although this information is kept secret and instead the Trill are told that only 1 in every 1000 Trill hosts are capable of joining.

    Ground Trait: Bonus Regeneration, Bonus Radiation and Toxic Damage Resistance
    Space Trait: Bonus Skill Points in Starship Hull Repair, Starship Shield Emitters, and Training, Starship Weapons Training, Warp Core Potential, Particle Generator, Graviton Generator, and Subspace Decompiler


    Vulcan

    Vulcans are a humanoind species native to the planet Vulcan. They were one of the founding races which created the United Federation of Planets, along with Humans, Andorians and Tellarites.

    Known for their logical minds and stoicism, Vulcans have extreme mental discipline and exceptional physical strength behind their veneer of implacability. Vulcans' force of will provides them with resistance to Psionic damage and any Placate or Confuse effects, while their physical strength increases their melee damage and gives their melee attacks a chance to knock down their foes.

    On Ground: Click "Mental Discipline" to free yourself from Hold effects. Bonus resistance to Psionic, Placate, and Confuse.
    On Ground: 0.15 bonus to Melee damage.
    15% chance to knock down the target of your melee attacks.


    RACE SPECIFIC TRAITS KLINGON EMPIRE[TOP]

    Klingon

    Klingons are a proud warrior race from the planet Qo'noS that values tradition, honor, and strength above all else. Klingon culture is rooted in aggression and military prowess, and they are a feared and respected race throughout the galaxy.

    Ground Trait: An upgrade to Soldier, this trait increases ranged weapon damage, physical melee damage and crit damage.

    +15% Physical Damage
    +5 All Damage Resistance Rating
    +5% All Energy Damage
    +15% Critical Severity
    +10% Threat Generation


    Gorn

    The Gorn are a cold-blooded reptilian race from the planet Gornar.

    Gorn are many times stronger than Humans, making their melee attacks deal massive damage and often knock down their targets. Their stamina is greater than that of Humans, providing them with resistance to many types of damage.

    17.5% bonus to Melee Damage
    15% chance to knock down the target of your melee attacks.
    +5 Physical Damage Resistance Rating
    +5 All Energy Damage Resistance Rating
    +10 Plasma Damage Resistance Rating
    +25 Fire Damage Resistance Rating


    Lethean

    A telepathic species, Letheans are feared and respected as mercenaries throughout the Alpha Quadrant. Lethean telepathic attacks are almost always fatal.

    A telepathic species, Letheans are feared and respected as mercenaries throughout the Alpha Quadrant. Lethean telepathic attacks are powerful, capable of stunning targets who are strong enough to survive their burst of mental damage. Letheans' telepathy also provides them with increased perception of stealthed foes and increased duration on Expose attacks.

    On Ground: Click "Rapture" to deal Psionic damage with a 40% chance of stunning the target if it is alive.
    On Ground: +10 Perception
    +1.5% Expose Chance
    +1 sec Expose Duration


    Nausicaan

    Nausicaans are a humanoid species native to their home world of Nausicaa.

    Nausicaans are known for their aggression and bad tempers, and are often derided as pirates. Their physical prowess allows them to excel in hand-to-hand combat, while their penchant for violence informs their battle tactics in space, making them extremely alert and damaging foes.

    On Ground: 0.15 bonus to Melee damage
    15% chance to knock down the target of your melee attacks.
    In Space: +0.02 bonus to all damage.
    +10 Perception


    Orion

    The Orions are a green skinned humanoid race. They are now part of the Klingon Empire after being conquered.

    Female Ground Trait: Makes you more resistant to the effects of confuse and placate while reducing your threat generation in combat - you are less threatening, so enemies are less likely to attack you. Confuse can cause you to attack your allies, while Placate can cause you to not see the target that placated you. This trait reduces the duration of those effects.

    +20 Confuse Resistance Rating
    -9.1% Threat Generation
    +20 Placate Resistance Rating

    Male Ground Trait: Improves the physical damage of melee attacks, and gives all melee attacks a chance to knock down your target.

    +15% Physical Damage
    15% chance: to target: Knocks back +0.66 meters
    Only affects certain things


    RACE SPECIFIC TRAITS ROMULAN REPUBLIC[TOP]

    Romulan

    Romulans are an offspring species of the Vulcans that emigrated to the planet Romulus ca. 2000 years ago. Romulans are extremely talented at subterfuge, making their use of cloaking devices unparalleled and their damage bonus from de-cloaking higher than that of other species. Additionally, Romulans' Vulcan heritage is reflected in their immense physical strength, making them powerful melee combatants. After a failed coup d'état in 2379 and the destruction of Romulus in 2387, different factions formed among the surviving Romulans.

    Romulans are extremely talented at Subterfuge, making their use of Cloaking Devices unparalleled and their damage bonus from de-cloaking higher than that of other species. Additionally, Romulans' Vulcan heritage is reflected in their immense physical strength, making them powerful melee combatants.

    In Space: +Stealth while Cloaking, Bonus damage when exiting Cloak
    On Ground: Bonus Physical Damage, chance to knock down foes when using Melee attacks.


    Reman

    The Remans are a humanoid race originating from the planet Remus in the Romulus System, but eventually left that planet to settle on Crateris. While some remain subjects of the Romulan Star Empire, large numbers of Remans have banded together to form a seperate faction - the Reman Resistance, which is based in the Vault and has since allied itself with the Romulan Republic on New Romulus.

    Remans were used as Romulan shock troops and miners in the dangerous dilithium mines of Remus. Because Remans lived on the dark side of their tidally locked planet, they are extremely sensitive to light. Many Remans exhibit telepathic abilities, able not only to read thoughts but also sometimes sooth or inflict pain.

    On Ground:
    +20 Perception
    +1.5% Expose Chance
    +1 sec Expose Duration
    +10% Exploit Damage
    +25% Resistance to Flanking damage
    On Ground:
    +5 Resistance Rating vs Energy, Physical


    RACE SPECIFIC TRAITS SPECIAL RACES[TOP]

    Liberated Borg

    The Liberated Borg "race" is a Human, Klingon, or Romulan who have had most of their cybernetic implants removed and have regained their sense of individuality after being removed from the Borg Collective. Liberated Borg do not have a society of their own given that they are more than one species. Their society would refer to the species they once were before they were assimilated if they chose to rejoin it. They can be both male and female of their respective species.

    You are a former Borg drone, now freed from your connection to the Collective. You retain the rigid efficiency and internal metabolism of a Borg drone, giving your systems extra efficiency in space and your body extra regeneration and resilience on the ground.

    In Space: +30 Starship Warp Core Efficiency
    On Ground: +Regeneration, +Shield Regeneration


    Alien

    The term Alien is used in Star Trek Online to globally define the customizable species' for the Federation, the Klingon Empire and the Romulan Republic.

    Your created species has enhanced flexibility in trait selection. You do not have any required traits - instead, you gain one additional choice of traits.

    +1 Additional Trait Choice


    RACE SPECIFIC TRAIT ABILITY[TOP]

    Cold Dwelling (Andorian)

    Provides moderate resistance to movement debuffs, that is, anything that slows or stops your run speed.

    +30 Cold resistance
    +30 Run Speed resistance
    +30 Root resistance


    Bite (Gorn)

    Deals moderate melee damage and poisons the target. This attack can Exploit the target.

    146 Physical Damage (9.6 DPS) (50% Shield Penetration)
    136 Toxic Damage over 13 sec


    Telekinetic (Lethean, Reman, Alien)

    Activating this ability knocks the target back with telekinetic force. This ability can Expose the target.

    30.3 Physical Damage (0.5 DPS)
    Knocks back +30 meters


    Seduce (Orion)

    Confuse the target and trick them to attack their allies. This ability only works on targets that are alive and will not work on mechanical or otherwise artificial targets. This ability can Expose the target.

    1 Confuse for 16 sec


    Mind Drain (Reman)

    Channels your psychic power into your target's mind, draining him and transferring that energy to heal your wounds. This ability only works on targets that are alive and will not work on mechanical or otherwise artificial targets. This attack bypasses your target's shields.

    to target: 20 Psionic Damage x6 (100% Shield Penetration)
    to self: +13.2 Hit Points x6


    Plasma Weapon Specialist (Romulan)

    Increases damage with Plasma Energy Weapons.

    +10% Plasma Energy Weapon Damage


    Mind Meld (Vulcan)

    Mind Meld applies a short duration stun and a longer duration confuse to the target. Mind Meld is difficult to resist. This ability only works on targets that are alive and will not work on mechanical or otherwise artificial targets. This ability can Expose the target, so the target will take bonus damage if hit with an Exploit Attack. You must be in close range to your target to perform a Mind Meld.

    +2 Stun for 0.65 sec
    +2 Confuse


    Nerve Pinch (Vulcan)

    Activatable Ground Trait. Precise pinch on the target's neck. Prevents the target from taking action for the duration. This ability only works on targets that are alive and will not work on mechanical or otherwise artificial targets. This ability can Expose the target, so the target will take bonus damage if hit with an Exploit Attack. You must be in close range to your target to perform a Nerve Pinch.

    + Stun for 10.6 sec


    SPACE TRAITS[TOP]

    Accurate

    Improves the accuracy of space weapons.

    +10% Accuracy


    Astrophysicist

    Improves your Starship Particle Generators, Flow Capacitors, and Sensors stats, which enhance ship's Exotic Particle Damage, Energy Drains and Stealth Detection, as well as your Confuse and Placate resistance.

    +10 Starship Sensors (Improves Stealth Detection, Resists Confuse and Placate)
    +10 Starship Flow Capacitors (Improves Shield Drain and Energy Drain)
    +10 Starship Particle Generator (Improves Exotic Damage)


    Efficient Captain

    Provides a bonus to Warp Core Efficiency skill, improving all power levels (Weapon, Shield, Engine and Auxiliary) of your ship when your power is low.

    +30 Starship Warp Core Efficiency (Improves Power Levels when Low)


    Elusive

    Increases your ship's Defense value which reduces the chance for enemy ships to hit you with their weapons.

    +10% Defense


    Techie

    Improves your Hull Repair skill, which increases the effectiveness of abilities that heal or regenerate your ships hull.

    +30 Starship Hull Repair (Improves Hull Healing)


    Warp Theorist

    Improves your Warp Core Potential skill, which increases all power levels of your ship. Also improves Electro-Plasma Systems, which improve power transfer and regeneration rates aboard your ship.

    +10 Starship Warp Core Potential (Improves Power Levels)
    +10 Starship Electro-Plasma System (Improves Power Transfer Rate)


    GROUND TRAITS[TOP]

    Acute Senses

    Makes it significantly easier to detect stealthed opponents and increases your exploit damage by 10%. Some attacks can perform an Exploit for bonus damage if the target is Exposed. This trait increases the damage done by a successful Exploit. This trait also decreases the bonus damage you take when enemies attack you with Flanking bonuses.

    +10 Perception
    +10% Exploit Damage
    +25% Resistance to Flanking Damage


    Aggressive

    Improves the damage you deal and makes enemies more likely to attack you over other targets.

    +5% All Damage
    +5% Threat Generation


    Cold-Blooded

    Provides moderate resistance to fire damage and some resistance to plasma fire damage over time effects.

    +10 Plasma Damage Resistance Rating
    +25 Fire Damage Resistance Rating


    Covert

    Increases the effectiveness of your stealth abilities and increases your exploit damage. Some attacks can perform an Exploit for bonus damage if the target is Exposed. This trait increased the damage done by a successful Exploit.

    +20% Stealth
    +1000% Exploit Damage


    Creative

    Improves your healing with all powers. This affects both Health and Shield heals. Also improves your damage with powers granted by your Kit.

    +10% to Damage dealt by Kit powers
    +15% Healing to Shields and Hitpoints


    Limited Telepathy

    Improves your ability to see stealthed foes and increases the duration of Expose. Some attacks can Expose a target for a short duration. An Exposed target will take bonus damage if hit with an Exploit attack. This trait will increase how long a target will be Exposed. This trait also allows you to better perceive foes in your peripheral vision, protecting you from flanking attacks at a wider angle than those without Limited Telepathy.

    +10 Perception
    +1 sec Expose Duration
    Increases the arc in which you are safe from flanking by 40 degrees


    Lucky

    Increases critical hit chance and expose chance. Does not stack with other expose chance buffs. Some attacks can Expose a target for a short duration. An Exposed target will take bonus damage if hit with an Exploit attack. This trait increases the chance your attacks will Expose an enemy target.

    +3% Critical Chance
    +10% increased chance to Exploit (mislabeled in game, should be Expose)


    Mental Discipline

    Provides innate resistance to the effects of psionic attacks as well as confuse and placate. Confuse can cause you to accidentally attack an ally, while placate can prevent you from seeing a foe that placated you. This trait reduces the duration of those effects.

    +15 Psionic Damage Resistance Rating
    +20 Confuse Resistance Rating
    +20 Placate Resistance Rating


    Natural Immunities

    Provides innate damage resistance to radiation and toxic damage.

    +33.3 Radiation Damage Resistance Rating
    +33.3 Toxic Damage Resistance Rating


    Peak Health

    Improves maximum health and adds resistance to toxic damage.

    +10 Toxic Damage Resistance Rating
    +10% Maximum Hit Points


    Physical Strength

    Improves the physical damage of melee attacks, and gives all melee attacks a chance to knock down your target.

    +15% Physical Damage
    +15% chance: to target: Knocks back +0.66 meters


    Resilient

    Provides innate resistance to physical and energy damage.

    +5 Physical Damage Resistance Rating
    +5 All Energy Damage Resistance Rating


    Soldier

    Increases the damage and critical hit damage of your ranged weapons. All attacks have a chance to do bonus damage. This is called a Critical Hit. This trait increases the damage done when you successfully land a Critical Hit.

    +5% All Energy Damage
    +10% Critical Severity


    Stubborn

    Improves resistance against holds, stuns, slows, and placate effects. A Hold or Stun can stop you from moving or acting. A Slow can reduce your movement speed. Placate can prevent you from seeing a target that placated you. This trait reduces the duration of these effects.

    +40 Run Speed Resistance Rating
    +20 Stun Resistance Rating
    +50 Placate Resistance Rating


    Sturdy

    Provides innate resistance to physical damage and knockback attacks.

    +10 Physical Damage Resistance Rating
    +10 Kinetic Damage Resistance Rating
    +10 Knockback Resistance Rating


    Sure Footed

    Improves resistance against abilities that knock you back or root you in place. This trait reduces the chance a knock will affect you, and it will reduce the duration of a root.

    +40 Root resistance
    +20 Knockback resistance


    Teamwork

    Improves the exploit damage done by you and your allies. Some attacks can perform an Exploit for bonus damage if the target is Exposed. This trait increases the damage done by a successful Exploit.

    Increases team exploit damage


    Telekinetic

    Activating this ability knocks the target back with telekinetic force. This ability can Expose the target.

    30.3 Physical Damage (0.5 DPS)
    Knocks back +30 meters


    STARSHIP TRAITS[TOP]

    Reciprocity - Phantom Intel Escort

    When missed:

    • Self: -10% Recharge Time on Intelligence and Tactical Bridge Officer abilities.


    Battle Ready - Eclipse Intel Cruiser

    When using Eng or Intel Bridge Office Ability:

    • To self: +7.5 All Damage Resistance Rating for 15 sec
    • To self: +7.5 Defense for 15 sec


    Emitter Synergy - Scryer Intel Science Vessel

    When using Tac or Intel Bridge Office Ability:

    • +7.5% Exotic Damage for 15 sec (Stacks up to 3 times)
    • +7.5% Shield Heals for 15 sec (Stacks up to 3 times)


    Desperate Repairs - Guardian Cruiser

    When critically hit:
    • Grant 1 Desperation counter for 120 sec.

    At three counters:
    • Self: 143.4 Shield Regeneration applied once to each facing.
    • +1418.4 Hit Points.
    • Prevents gaining Desperation counters for 60 sec.


    Radiant Nanite Cloud - Dauntless Class Experimental Science Vessel

    When using any hull healing ability:

    • Heals for an additional 25% over 4 seconds in a 3km radius.


    Ablative Field Projector - Pathfinder Long Range Science Vessel

    When using shield healing Bridge Officer Ability::

    • Provides a small amount of Temporary Hit Points on the target (Stacks up to 3 times)


    Overwhelming Force - Mat'Ha Raptor

    When using Torpedo High Yield:
    • Targets anything alive; Affects Foe (50 max)

    • 1,259.6 Kinetic Damage.
    • Disable for 1.4 sec
    • +16.8 Repel

    When using Beam Overload:
    • Affects Foe (50 max)
    • -1,068.7 Target Shields
    • Disables cloaking system for 7 sec


    Advanced Firing Solutions - Qib Intel Battlecruiser

    When firing cannons:

    • +1 Flight Turn Rate for 10 sec
    • +0.8% Accuracy for 10 sec (Stacks up to 10 times)


    Tactical Retreat - Faeht Intel Warbird

    When reduced to less than 25% hull strength:

    • +60% Defense
    • Untargetable for 2 sec
    • +254% Flight Speed strength for 10 sec
    • Resets all Threat to zero
    • Can occur once every 60 seconds


    Warp Shadow Decoy - Aelahl Light Warbird Battlecruiser

    When activating Cloak:

    • Created a Warp Shadow of your ship for 15 seconds that will taunt NPC enemy starships.


    SPECIALIZATION SPACE TRAITS[TOP]

    Improved Predictive Algorithms

    Activating any Weapon Enhancemt Abilities allows you to:

    • Removes one Debuff effect and grants +5% Accuracy for 30 seconds (stacks up to 4 times)


    Pedal to the Metal

    Maintaining full throttle for extended durations grants you:

    • +1% All Damage Bonus per 2 seconds spent at Full Throttle (max 10 stacks). All stacks immediatly lost if your throttle is dropped.


    Demolition Teams

    While within a short distance of your foe, you will peridodiclly beam over commando squads trained in demoltion.

    • Every 4 sec. applies a Demolition Team debuff to your primary target (or nearest foe) within a 2km radius
    • Once 5 debuffs applied, deals X Kinetic Damage (100% Shield Penetration)
    • Additional Demolition Teams can not be applied for 12 sec after a successful detonation


    SPECIALIZATION GROUND TRAITS[TOP]

    Precision Offensive

    Precision Offensive coordinates the attacks of your teammates:

    • +15% Shield Penetration and Armor Penetration for 60 sec
    • +20% Chance to Expose for 60 sec
    • +4 sec Expose Duration for 60 sec


    LOCK BOX - SPACE TRAITS[TOP]

    Helmsman (Tal Shiar Lock Box)

    You are a natural at the helm of a starship, allowing you to out-maneuver your opponents. This translates to an increase in the Turn Rate of your vessel, as well as allowing you to activate the Evasive Maneuvers ability more frequently.

    +10% Turn Rate
    Evasive Maneuverse[sic] cooldown reduces by 10 sec


    Precise (Tal Shiar Lock Box)

    You have an increased ability to precisely target fast-moving targets in space combat, giving you extra +Accuracy when firing upon such targets. This bonus is applied when firing on Torpedoes, Mines, Shuttles and Fighters.

    +25% Accuracy vs. Small Targets


    Inspirational Leader (Elachi Lock Box)

    In any command scenario, your natural charisma and unflinching command allows you to inspire your crew to new heights of performance.

    10% chance: Activating any Bridge Officer Ability grants +10 to all Starship Skills for 15 seconds (may stack up to 3 times).


    Wing Commander (Elachi Lock Box)

    An affinity for coordinating attack patterns among small craft allows you to deploy your Hangar Craft with increased effectiveness.

    +100% Rank Up XP for all Hangar Pets
    (This reduces the total time it takes to reach Rank 5 by half.)


    Fleet Tactician (Voth Lock Box)

    Your tactical expertise allows you to coordinate teamwide attack patterns, conveying additional maneuverability bonuses to teammates affected by your Tactical Fleet ability.

    Adds Flight Speed, Turn Rate and Immunity to Slow to teammates affected by your Tactical Fleet ability.


    Fleet Technician (Voth Lock Box)

    Your engineering expertise allows you to convey additional hull repairs for any teammates that are affected by your Engineering Fleet ability.

    Adds a Hull Heal-Over-Time effect to teammates affected by your Engineering Fleet ability.


    Fleet Physicist (Voth Lock Box)

    Your scientific experience allows you to convey a shield regeneration effect on teammates affected by your Science Fleet ability.

    Adds a Shield Heal-Over-Time effect to teammates affected by your Science Fleet ability.


    Intimidating Strikes (Hirogen Lock Box)

    Your knowledge of ship operations and crew psychological tendencies allows you to target your torpedoes at ship locations that are intended to strike fear into the target.

    10% chance: Confuse targets for 3 sec when hitting with Torpedo weapons


    Hot Pursuit (Hirogen Lock Box)

    Mines become even deadlier under your expert handling, as you are able to double their effective target-finding range. This makes them far more likely to seek out enemy targets and deliver their payload.

    All of your Mines have their pursuit distance doubled.


    Biotech Patch (Undine Lock Box)

    Improves the effectiveness of all your abilities which restore Hull.

    +20% Bonus Hull Healing Effectiveness


    Fluidic Cocoon (Undine Lock Box)

    When hit by Kinetic damage, you have a chance to increase your outgoing Energy Damage for several seconds. This effect can stack up to 3 times.

    When receiving Kinetic Damage, 5% chance to increase all outgoing Energy Damage by 5% (stacks 5 times)


    Psychological Warfare (Undine Lock Box)

    Improves the effectiveness of all your abilities which Control the enemy. This includes all of the following effects: Confuse, Disable, hold, Knock, Placate, Repel, Root, Slow.

    +20% Bonus Control Ability Effectiveness


    Intense Focus (Xindi Lock Box)

    While in combat, your ability to penetrate enemy defenses will gradually improve, represented by an increase in accuracy and shield penetration. This bonus will be lost when combat ends. Each stack of Intense Focus (up to 4 max)

    +1.5% Accuracy
    +1.5% Shield Penetration


    Pattern Recognition (Xindi Lock Box)

    While in combat, your ability to defend against enemy starships will gradually improve, represented by an increase in defense and shield hardness. This bonus will be lost when combat ends. Each stack of Intense Focus (up to 4 max)

    +1.5% Defense
    +1.5% Shield Hardened


    Momentum (Xindi Lock Box)

    While in combat, your ability to outmaneuver enemy vessels will gradually improve, represnted by an increase in flight speed and turn rate. This bonus will be lost when combat ends. Each stack of Intense Focus (up to 4 max)

    +3% Flight Speed
    +3% Turn Rate


    Exotic Absorption (Delta Expedition Lock Box)

    The excided particles from incoming exotic damage are rerouted to your shield emitters automatically, granting your vessel an instant shield heal and increased shield hardness for several seconds. Can only be triggered once per 60 second period.

    Restore Shields
    +20% Shield Hardness for 10sec


    Failsafe Scrambler (Delta Expedition Lock Box)

    You have perfected the art of failsafes, and integrated a sensor scrambler into your ship's critical systems. When at low hull, your ship will automatically emit a pulse that placates all nearby enemies, removing you from their sensors for a short periode of time. Can only be triggered once per 60 second period.

    When below 20% Hull: Placate all Foes within 10km for 5 sec and Reset all Threat vs NPCs.


    Positive Feedback Loop (Delta Expedition Lock Box)

    Your expert understanding of deflector array polarity allows you the ability to crosswire positive and negative effects for added benefits to each when the other is employed.

    +10% Exotic Damage, after using a Hull or Shield Heal ability
    +10% Hull and Shield Heal Effectiveness, after using an Exotic Damage ability


    LOCK BOX - GROUND TRAITS[TOP]

    Conduit (Tal Shiar Lock Box)

    You gain extra benefit from using all forms of Shield Charges and Power Cells. When using a Shield Charge, you will trigger an extra amount of Shield Healing. When using a Power Cell, you will trigger an extra Damage Bonus to energy weapons.

    +10% All Energy Damage (*Power Cells Only)
    Additional Shield Heal (*Shield Charges only)


    Disassembler (Tal Shiar Lock Box)

    Your affinity with mechanical and electronic devices allows you to more precisely deal combat damage to enemy constructs. This damage bonus applies when fighting enemies that are Turrets, Drones, Androids or Holograms.

    +10% All Energy Damage vs. Non-Living Targets


    Firearms Specialist (Elachi Lock Box)

    Your mastery of personal firearms allows you to utilize special firing modes with more frequency than an average soldier.

    10% chance: Firing a secondary attack reduces the cooldown of your next secondary attack by 50% and restores 25% of all weapon fuels


    Regenerative Tissue (Elachi Lock Box)

    Your soft tissue heals at an extremely fast rate, allowing for superficial wounds to close quickly. This translates to increased natural regeneration, improved effectiveness of heals, and a resistance to damage-over-time effects.

    +25 All Damage Resistance Rating vs. DoTs
    +25% Healing Received
    +0.1 Health Regeneration


    Tactical Vigilance (Voth Lock Box)

    Your heightened sense of tactics allows you to convey additional positioning benefits upon yourself and your entire team.

    While under the effects of Tactical Initiative (Ground), you and all your teammates become immune to Flanking.


    Orbital Devastation (Voth Lock Box)

    You have mastered coordination between ground and space targeting parameters allows you to utilize adaptive targeting algorithms when striking from orbit.

    Your Orbital Strike is replaced with Orbital Chasing Beam. Orbital Chasing Beam will follow nearby enemies a few seconds after striking, and deal periodic continuous damage instead of being a single instant strike.


    Subspace Manipulator (Voth Lock Box)

    Your expert knowledge of localized subspace manipulation allows you to enhance your Dampening Field with additional debilitating effects.

    Your Dampening Field inflicts the following additional effects on enemies within its radius:
    Decreased Run Speed
    Decreased Perception


    Pack Leader (Hirogen Lock Box)

    Your hunting acumen allows you and your allied teammates to more regularly gain the advantage over foes. This translates to an increased likelihood of landing Expose effects, and the duration of those effects.

    +0.1 Chance to Expose
    +2 sec Expose Duration


    Hunter Instincts (Hirogen Lock Box)

    A keen survival instinct allows you to diminish the advantage that foes can get by outmaneuvering you, reducing the danger posed by being Flanked.

    Each time you are Flanked, you receive a short duration Dodge bonus.


    Adrenal Release (Undine Lock Box)

    You are able to enter a berserker rage at will, drastically increasing your ability to deal damage. However, you also take more damage from all sources while in this state.

    +50% All Outgoing Damage
    -100 All Damage Resistance Rating


    Sixth Sense (Undine Lock Box)

    You enter a psychic trance that extends your perception, rendering you immune to Expose and Flanking effects. However, you become more susceptible to Control effects while in this state.

    Cannot be Flanked
    Cannot be Exposed
    Reduced resistance to all Control Effects by 50%


    Immunity Response (Undine Lock Box)

    By overloading your immune system, you become extremely resistant to all sources of incoming damage and immune to all damage-over-time effects. However, while active, you are also unable to regenerate hitpoints and are immune to healing.

    +200 All Damage Resistance Rating
    Immune to all Damage-Over-Time effects
    Cannot be Healed
    Cannot Regenerate Hitpoints


    Vicious (Xindi Lock Box)

    While in combat, your ability to deal damage will gradually improve, represented by an increase in damage and critical severity. This bonus will be lost when combat ends. Each stack of Intense Focus (up to 5 max)

    +1.5% All Outgoing Damage
    +6% Critical Severity


    Ironsides (Xindi Lock Box)

    While in combat, your ability to withstand damage from enemies will gradually improve, represented by an increase in damage resistance and hitpoints regeneration. This bonus will be lost when combat ends. Each stack of Ironsides (up to 5max)

    +2.5 All Damage Resistance Rating
    +.03 Hitpoint Regeneration


    Savior (Xindi Lock Box)

    While in combat, your ability to heal yourself and allies will gradually improve, represented by an increase in healing effectiveness. You will also gain an increasing amount of return healing for each outgoing heal ability to use. This bonus will be lost when combat ends. Each stack of Savior (up to 5max)

    +5% Outgoing Healing Bonus
    5% of all Outgoing Heals also applied to Self


    Berserker (Delta Expedition Lock Box)

    Your inner rage boils hotter and hotter depending on how many foes are nearby. For each enemy within a short distance, you gain a stacking damage bonus (up to 4max)

    +5% Bonus All Damage per Foe within 5m


    Imminent Danger (Delta Expedition Lock Box)

    A desperate sence of self-preservation allows you to develop an uncanny precognition for incoming attacks when heavily wounded. While your health is low, you will gain an increased ability to dodge attacks. Can only be triggered once per 60 second periode.

    +80% Dodge Chance for 6sec, when reduced to 25% Health


    Overcharging (Delta Expedition Lock Box)

    You are able to utilize surplus power from your personal shield generator to activate other ground abilities with increased frequency, but this effect only occurs while your shields are fully-charged.

    +10% Ability Recharge Speed while Shields are Full


    LOCK BOX - STARSHIP TRAITS[TOP]

    Load Viral Torpedo - Benthan Assault Cruiser

    When using Eng, Sci, Tac or Intel Team:

    • Loads a Viral Torpedo.
    • This causes your next Torpedo attack to disable your target(s) for a short period of time.
    • This can only occur once every 20 seconds.


    Partners In Arms - Hazari Destroyer

    When using a heal or buff on ally:

    • Provide you with a boost to all damage for a short time.
    • This buff stacks up to 3 times. (Does not trigger when healing/buffing self.)


    Reactive Repair Nanites - Breen Sarr Theln Carrier

    When using a hull heal ability:

    • Hull heals also heal your hangar pets within 5km of your target for 33% of healing caused


    Torpedo Barrage - Elachi Sheshar Dreadnought Cruiser

    After launching a High Yield attack:

    • Enables Torpedo High Yield I after launching a High Yield attack (30 second cooldown)


    TRAITS REWARDED BY SPACE MISSIONS [TOP]

    Living Hull (Surface Tension)

    A Working knowledge of Undine biotechnology has allowed you to line crucial portions of your ship's hull with bioengineered bacteria that can actively rebuild damaged portions of the ship. This regeneration remains active while in combat, but is far more effective outside of combat.

    +0.05 Hull Regeneration in Combat
    +0.1 Hull Regeneration out of Combat


    Well Travelled (Tour The Galaxy)

    Your familiarity with all reaches of the known galaxy means you're always first on the scene when requested by your fleet or your homeworld. Your pursuit of speed in touring the galaxy has familiarized you with exactly how far you can push your ship, allowing you to use Transwarp more often than most.

    20% Reduced Cooldown on Transwarp


    TRAITS REWARDED BY GROUND MISSIONS [TOP]

    Fluidic Antigens (Surface Tension)

    +20 Toxic Damage Resistance Rating
    When damaged by Toxic, 10% chance to remove one Toxic effect


    Deprogrammed (Mind Game) Romulan Republic Only

    First-hand experience with the Elachi-augmented indoctrination process used by the Tal Shiar provides you with minor innoculation to Elachi gas, and a slight insight into Elachi thought processes. You ignore the damage debuffing effects of Elachi gas cloudes, and gain a 3% damage bonus against Elachi targets on the ground.

    100% chance to self: +3% All Damage


    CRAFTING TRAITS[TOP]

    Beams: Beam Barrage

    On activating a Beam-enhancing Bridge Officer Ability, gain 2% Beam damage for 20 seconds.

    Stacks up to 3 times
    Unlocks at School Level 15


    Cannons: Deft Cannoneer

    On activating a Cannon-enhancing Bridge Officer Ability, gain +1 Turn Rate, +1 Inertia for 20 seconds.

    Stacks up to 3 times
    Unlocks at School Level 15


    Engineering: Give Your All

    Activating any Engineering Bridge Officer ability gives 20% damage reduction to incoming damage for 3 seconds.

    Unlocks at School Level 15


    Ground Weapons: Penetrating Rounds

    All of your ground weapon attacks ignore 10 armor rating.

    Unlocks at School Level 15


    Projectiles: Kinetic Precision

    Your Torpedoes and Mines penetrate an extra 10% of your target’s shields.

    Unlocks at School Level 15


    Science: Particle Manipulator

    Your Exotic Damage abilities gain up to a 25% critical chance, based on your skill in Particle Generators.

    Unlocks at School Level 15


    Shields: Inelastic Collisions

    Activating a Shield Heal gives the target 99% Shield DR for 1 second.

    Unlocks at School Level 15


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