Posted Mon 23 Feb, 2015 7:14 PM –
Last edited by Jestersmith; Wed 25 Oct, 2023 9:34 AM.
OVERVIEW
What is crafting?
Crafting is the means in which you gather materials that can be found in game and then change them into something of more value.
In Star Trek Online crafting is called "Research and Development (R&D)" The system requires players to collect various materials to create components and then use a number of these to craft various items, to be used on your ship, character or to even sell on the in game auction house(Exchange)
After a period of time your R&D skill will increase to the point you reach level 15 - at this point you unlock and are able to craft Ultra Rare very special items, one per school.
R&D Schools
What is a school? A school is where you go to learn how to do new things. In STO there are 7 schools broken down into relevant areas as imaged below. Everytime you craft an item or component you get some skill points for that school and you continue to get them until you reach level 20. Getting to level 20 is no easy task and will be outlined below. Your main goal however should be to reach level 15 as this will unlock the Ultra Rare crafting items.
R&D Materials
What are Materials? Materials are the building blocks of the components which you need to harvest throughout the STO universe. Materials can be collected from various locations. For starters in you don't have time to invest in hunting these items down the exchange will be your first point of call, likewise so to will be the C-Store as you can purchase a "Research and Development Pack" - the R&D pack can contain any of the common to very rare materials.
If you are not EC or Zen rich then a hunting you will go to locate as many of these materials as you need or want. Common, Uncommon and Rare materials can be found in most missions and as doff rewards similar to how they used to be collected in the older days of "Data Samples". Very Rare and Ultra Rare can only be found by doing the various Advanced or Elite PVE Queue missions, the locations for which are below.
Trellium-K: Borg Space STF's (Advanced/Elite)
Argonite Gas: Undine Elite Space Queues, Atmospheric Assault, Borg Disconnected
Radiogenic Particle: Crystalline Catastrophe, the Vault: Ensnared
Plekton Particle: Borg Ground STF's (Advanced/Elite)
Dentarium: Undine Elite Ground Queues, Bug Hunts
Craylon Gas: Defend Rh'ihho Station, Mine Trap, Nukara Prime
Salvaged Technology: Only from ELITE Queues
R&D Components
What are components? Components are what you create out of crafting materials and are required also to craft gear. Components like materials come in varying rarity, however these cannot be found in missions or queues they can only be crafted or received through the C-Store R&D packs. You can also purchase from the exchange for various amounts of EC dependant on market conditions.
The most notable thing to watch with components are the "Very Rare" ones require Dilithium to craft and such can see you dilithium supply run out quickly. It is always best to double check the exchange first to see if buying the component or even the full item is a better option than spending the dilithium required to craft it. For example if you want to get a TR-116b rifle the dilithium cost for components will be 18k - then you have the time to wait either 20 hours for completion or you can use the dilithium button and spend another 18k - total cost of 36k for a rifle. So always check the exchange first.
Omega Components
These are new and introduced as part of the anniversary event - they are a limited time only special "Event" school where you can collect and omega particles and follow the chain until you get a special Omega Particle Tech this can be used for upgrading gear with no dilithium cost to the user.
R&D Skill Levels
R&D Schools max out at level 20 or 2,070,000 R&D skill points and whilst this can't be done over night or even a couple of days(without major dilithium) it can be done with time an patients. It would take doing 1 daily 6000 point project 345 days to complete to level 20 - however Cryptic recently change their criteria and you can now slot upto 3 of the same projects per day making it only 115 days to reason level 20 which is a little under 4 months of daily R&D slotting.
Now you may ask yourself why would I want to invest that amount of time and effort into a crafting system when I can go an buy or ask another member to help me out. Well you are right, but here is why. If you get any of your skills to level 15 you get the special item unlocks (YaY) however what you also get is a "Trait" for you character this is only for the one toon and is not account wide. Some of these traits are rather nice and are covered below.
R&D Starship/Ground Traits
Once you have reached level 15 in a crafting school you will unlock a special crafting trait, there are 7 schools and 6 of those give space traits.
If you are a beam boat captain then you are going to want to get your beam school to level 15 as the trait you will get is called "Beam Barrage" - This trait gains your beams extra damage when activating any beam skill.
If you are a Cannon captain then you are going to want to get your cannon school to level 15 as the trait you will get is called "Deft cannoneer" - This trait grants you a turn rate and extra inertia when activating any cannon skill.
Science captains have a great trait that when you reach level 15 your trait is "Particle Manipulator" - you gain 25% particle generators skill as Crit Chance on exotic damage.
The complete list is below and you don't have to be a science captain to use the science school trait or tac captain to use the tac traits they are for a per toon basis - so the incentive here is to get the ones you want for your toon, which means getting your R&D to level 15.
R&D Accolades
Accolades - who doesn't like accolades, well the new R&D system brought with it loads more. You get an accolade for each 5 levels of skill you get to in a particular school. At the moment I have unlocked them all myself upto level 15, I'm not sure at the minute if there are accolades for level 20 completion so will update when I get there. But at the moment 7 schools and 3 each = 21 new accolades for you to add to your list. I have only imaged 3 from Engineering school as reference.
Crafting Requests
So now you have read through all the above and have decided to either give crafting a try or to give it a miss. We at Starfleet Operations as well our allies in the House of Kular have got you covered and have put together a small group of individuals to help you get your crafted "Special Items"
If you click on the following link Crafting Form a member of the crafting team will be intouch to discuss your needs and to arrange all specifics towards the crafting transaction. There will be no cost associated with the crafted item, however Rare and Very Rare materials/components do need to be provided and there will be a days waiting for the process to complete. Should you wish to have your item completed immediately then alternate compensation to the crafter will need to be arranged as this process requires 18,000 Dilithium to instantly complete and dilithium is not tradable.
Crafting Advanced Consoles
Isomagnetic Plasma Distribution Manifold
Engineering - Hangar Craft Power Transmission
Advanced Science - Energy Field Gradient Projector
Exotic Particle Amplifier
These will require the collection of special components these component can be obtained in Task Force Events listed below
Crafting Questions
If you still have further questions about crafting then there is another thread over here Crafting FAQ that has you covered.
I'd like to know what doffs to use for high level crafting. And where to get them. I have lvl 15 in beam school but I can't make omni beams because I'm lacking the doff. I'm guessing that's the deal for all the schools?
The crafting doffs are below and if memory serves they where in the first Xindi Lock Box
Federation:
Drolid - Energy Weapons Officer -
R&D School: Beam Weapons
Ability: (Ground) While Draw Fire is active, this officer grants you a chance to restore some heath each time you take damage from a non-periodic source. While Draw Fire is active, 20% chance when receiving damage to Heal Self for +x Hit Points.
Mokimro - Shield Distribution Officer -
R&D School: Shields
Ability: (Space) The last activation cycle of your Tachyon Beam gains a chance to knock the opponent's nearest Shield Facing offline for a short duration. 20% chance: knock target's nearest Sheild Facing offline for 2.5 sec.
Soreb - Assault Squad Officer -
R&D School: Ground Equipment
Ability: (Ground) When using Ambush, there is a small chance that a short duration Ambush effect will be automatically re-applied when outgoing damage causes the Ambush effect to end. This re-application can only ever happen once per Ambush use, and the re-applied Ambush is shorter duration than a standard Ambush.20% chance: Automatically refresh Ambush for 5 sec when expired by outgoing damage.
Rilromma - System Engineer -
R&D School: Engineering
Ability: (Ground) Beaming in a Combat Supply creat also has a chance to periodically create a small number of Chroniton Mines in the surrounding area. Every second, Combat Supply has a 25% chance: Set up a Chroniton mine nearby that will last 30 seconds.
Kimo - Fabrication Engineer -
R&D School: Projectile Weapons
Ability: (Space) Whenever you launch a Tricobalt Torpedo there is a chance it will fly to its target much faster. This affects High Yields and Spread versions as well. 35% chance: Tricobalt Torpedoes you launch will have a 50% more flight speed.
Mizuab – Technician -
R&D School: Cannon Weapons
Ability: (Space) Activating Emergency Power to Auxiliary has a chance to increase the damage dealt by your Exotic Damage abilities for a short duration. 10% chance: Grant 25% Bonus Damage to Exotic Damage abilities for 10 sec.
Phetixa - Research Lab Scientist -
R&D School: Engineering
Ability: (Ground) Whenever Stasis Field is applied to an enemy, you gain a chance to capture a second nearby enemy in a weaker Stasis Field. This effect can only chain once per Duty Officer of this type on active duty. 20% Chance: Stasis Field will spread to a secondary enemy target.
Amsoti - Matter-Antimatter Specialist -
R&D School: Science
Ability: (Space) Your Gravity Well will have a periodic chance to disable any affected foes' Engines for a very short duration. This chance is checked every time the anomaly deals damage. Each second, 20% chance: Gravity Well will knock affected targets' Engine subsystem offline for 1 sec.
Klingon:
Kimdomma - Shield Distribution Officer
R&D School: Shields
Ability: (Space) The last activation cycle of your Tachyon Beam gains a chance to knock the opponent's nearest Shield Facing offline for a short duration. 20% chance: knock target's nearest Sheild Facing offline for 2.5 sec.
Zuain - Assault Squad Officer -
R&D School: Ground Equipment
Ability: (Ground) When using Ambush, there is a small chance that a short duration Ambush effect will be automatically re-applied when outgoing damage causes the Ambush effect to end. This re-application can only ever happen once per Ambush use, and the re-applied Ambush is shorter duration than a standard Ambush.20% chance: Automatically refresh Ambush for 5 sec when expired by outgoing damage.
Kolrimm - System Engineer
R&D School: Engineering
Ability: (Ground) Beaming in a Combat Supply creat also has a chance to periodically create a small number of Chroniton Mines in the surrounding area. Every second, Combat Supply has a 25% chance: Set up a Chroniton mine nearby that will last 30 seconds.
Rommarol - Fabrication Engineer -
R&D School: Projectile Weapons
Ability: (Space) Whenever you launch a Tricobalt Torpedo there is a chance it will fly to its target much faster. This affects High Yields and Spread versions as well. 35% chance: Tricobalt Torpedoes you launch will have a 50% more flight speed.
Ainsuri – Technician -
R&D School: Cannon Weapons
Ability: (Space) Activating Emergency Power to Auxiliary has a chance to increase the damage dealt by your Exotic Damage abilities for a short duration. 10% chance: Grant 25% Bonus Damage to Exotic Damage abilities for 10 sec.
Zumamt - Research Lab Scientist
R&D School: Engineering
Ability: (Ground) Whenever Stasis Field is applied to an enemy, you gain a chance to capture a second nearby enemy in a weaker Stasis Field. This effect can only chain once per Duty Officer of this type on active duty. 20% Chance: Stasis Field will spread to a secondary enemy target.
Ixmuat - Matter-Antimatter Specialist
R&D School: Science
Ability: (Space) Your Gravity Well will have a periodic chance to disable any affected foes' Engines for a very short duration. This chance is checked every time the anomaly deals damage. Each second, 20% chance: Gravity Well will knock affected targets' Engine subsystem offline for 1 sec.
Doimma - Energy Weapons Officer -
R&D School: Beam Weapons
Ability: (Ground) While Draw Fire is active, this officer grants you a chance to restore some heath each time you take damage from a non-periodic source. While Draw Fire is active, 20% chance when receiving damage to Heal Self for +x Hit Points.
Wow, nice guide for those trying to learn about STO & it's crafting. I appreciate the effort & time for displaying this information trying to help others. I'll definitely have to remember this to continuously learn & reference from &/or request assistance possibly in the future. Thanks to all you master crafters out there. The crafting seems like it could be interesting & fun & offers perks but dang it also seems expensive.
I just starting crafting my own beam arrays and I was advised to craft MKII to save resources. If I do not get the pen modifier the first time around, I should salvage it and repeat until I get it? or does it come when I start upgrading that MKII?
If you don't get the PEN modifier on the first roll of the dice, you'll never get it. It's a crafted only mod so it won't pick it up as the rarity increases nor can it be added via re-engineering.
How is the Particle Emission Plasma Torpedo Launcher? I saw it in RD. is it worth crafting? I do have a plasma build.
It's worth it for use on a build that is heavily into EPG and could use the torp well enough. I found it really good on my science builds.
The torp does plasma DOT as is normal for plasma torps, but it also creates a plasma cloud that will stop enemies moving and it will also set them on fire too, giving a plasma DOT to anyone caught in the cloud.
So it's quite a nice damaging torp and also useful as a utility torp for controlling movement of enemies.
I would say though, probably cheaper to just buy one off the exchange as they are only around 1-3M these days i think.