Crafting 101
Crafting 101
Like most elements of Star Trek Online, the crafting system is at the same time easy to pick up but also deep and somewhat confusing as to the details. With a little bit of time and knowledge you'll be in a better position to be able to streamline the system to get what you need from it.
There are 8 general schools and some very specific ones to rank up your levels in. Each school has benefits and will make a variety of different items and gear for your ship or character.
This school focuses on making Beam weapons (Arrays, Banks), consoles and technology for your Starships. It contains no ground combat gear. The weapons and consoles you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels and to the following damage varieties: Antiproton, Disruptor, Phaser, Plasma, Polaron, Tetryon. Duty Officers required for and to increase success are: Energy Weapons Officer, Technician, Fabrication Engineer, Explosives Expert, Research Lab Scientist, Anti-Matter Specialist.
Crafting Items/Projects:
Ship Weapons (Energy Weapons Officer):
[Arc] Beam Array: Beam Arrays: Dual Beam Banks:
Antiproton Antiproton Antiproton
Disruptor Disruptor Disruptor
Phaser Phaser Phaser
Plasma Plasma Plasma
Polaron Polaron Polaron
Tetryon Tetryon Tetryon
Ship Consoles (Technician):
Beam Consoles:
Tactical - Antiproton Mag Regulator
Tactical - Directed Energy Distribution Manifold
Tactical - Disruptor Induction Coil
Tactical - Phaser Relay
Tactical - Plasma Infuser
Tactical - Polaron Phase Modulator
Tactical - Tetryon Pulse Generator)
Ship Device Consumables :
(Fabrication Engineer) Battery - Energy Amplifier
(Technician) Large Weapon Battery (x5)
Tech Upgrades (Research Lab Scientist):
Beam Technology Upgrades:
Superior Tech Upgrade [Experimental]
Superior Tech Upgrade
Improved Tech Upgrade
Basic Tech Upgrade
Components:
(Fabrication Engineer) Focusing Lens
(Fabrication Engineer) Targeting Interface
(Fabrication Engineer) Emitter Module
(Fabrication Engineer) EPS Conduit
(Fabrication Engineer) Firing Sequencer
(Fabrication Engineer) Power Surge Regulator
(Anti-Matter Specialist) Isolinear Circuitry
(Anti-Matter Specialist) Isolinear Chip
Research Project:
(Research Lab Scientist) Beam Technology
Level 15 Trait Unlock:
Beam Barrage (+2 All Beam Damage Bonus for 30 sec; stacks up to 3 times)
This school focuses on making Cannon weapons (single, dual, dual heavy and turrets), consoles and technology for your Starships. It contains no ground combat gear. The weapons and consoles you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels and to the following damage varieties: Antiproton, Disruptor, Phaser, Plasma, Polaron, Tetryon
Crafting Items/Projects:
Ship Weapons (Energy Weapons Officer):
Single Cannons: Dual Cannons: Dual Heavy Cannons: [Arc] Dual Heavy Cannons: Turrets:
Antiproton Antiproton Antiproton Antiproton Antiproton
Disruptor Disruptor Disruptor Disruptor Disruptor
Phaser Phaser Phaser Phaser Phaser
Plasma Plasma Plasma Plasma Plasma
Polaron Polaron Polaron Polaron Polaron
Tetryon Tetryon Tetryon Tetryon Tetryon
Ship Consoles (Technician):
Cannon Console:
Tactical - Antiproton Mag Regulator
Tactical - Disruptor Induction Coil
Tactical - Phaser Relay
Tactical - Plasma Infuser
Tactical - Polaron Phase Modulator
Tactical - Prefire Chamber
Tactical - Tetryon Pulse Generator
Ship Device Consumables:
(Fabrication Engineer) Battery - Targeting Lock
(Explosives Expert) Large Weapons Battery (x5)
Tech Upgrades (Research Lab Scientist):
Cannon Technology Upgrades:
Superior Tech Upgrade [Experimental]
Superior Tech Upgrade
Improved Tech Upgrade
Basic Tech Upgrade
Components:
(Fabrication Engineer) Barrel Synchronizer
(Fabrication Engineer) Focusing Lens
(Fabrication Engineer) Electromagnetic Coupling
(Fabrication Engineer) EPS Regulator
(Fabrication Engineer) Firing Sequencer
(Fabrication Engineer) Plasma Compressor
(Anti-Matter Specialist) Isolinear Circuitry
(Anti-Matter Specialist) Isolinear Chip
Research Project (Research Lab Scientist):
Cannon Technology
Level 15 Trait Unlock:
Deft Cannoneer (+10% Inertia for 30 sec, +1 Flight Turn Rate for 30 sec)
This school focuses on making various Engineering projects for both Starships (Impulse engines, Warp/Singularity Cores) and ground combat items (personal armor), as well as ship consoles and technology upgrades for your Starships. The engines, armor and consoles you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels.
Crafting Items/Projects:
Ship Engines:
Aegis Hyper-Impulse Engines
Impulse Engines (Systems Engineer):
Balanced Combat Hyper
Singularity Cores (Warp Theorist): Warp Cores (Warp Core Engineer):
Field Stabilizing Deuterium-Stabilized
Hyper Injection Field Stabilizing
Overcharged Hyper Injection
Plasma-Integrated Overcharged
Thoron-Infused Plasma-Integrated
Ship Consoles (Maintenance Engineer):
Engineering Consoles:
Conductive RCS Accelerator
Engineering Console:
Ablative Hull Armor Booster Modulator
Diburnium Hull Plating Electroceramic Hull Plating
EPS Flow Regulator Field Emitter
Injector Assembly Monotanium Alloy
Neutronium Alloy Parametallic Hull Plating
Plasma Distribution Manifold RCS Accelerator
SIF Generator Subsystem Redundancies
Tetraburnium Hull Armor
Ground Items:
Ground Armor (Security Officer):
Energy Dampening Armor Energy Harness Armor
Integrated Targeting Armor Physical Augmentation Armor
Polyalloy Weave Armor Recoil Compensating Armor
Ship Device Consumables:
(Fabrication Engineer) Battery - Hull Patch
(Warp Theorist) Large Auxiliary Battery (x5)
(Warp Theorist) Large Engine Battery (x5)
(Warp Theorist) Large Shield Battery (x5)
Tech Upgrades (Research Lab Scientist):
Engineering Technology Upgrades:
Superior Tech Upgrade [Experimental] Superior Tech Upgrade
Improved Tech Upgrade Basic Tech Upgrade
Components:
(Fabrication Engineer) Industrial Replicator Supplies
(Fabrication Engineer) Lab Equipment
(Fabrication Engineer) Coolant Injector
(Fabrication Engineer) Plasma Capacitor
(Fabrication Engineer) Rerouting Lattice
(Fabrication Engineer) Ejection System
(Anti-Matter Specialist) Warp Field Regulator
(Anti-Matter Specialist) Intermix Chamber
Research Project (Research Lab Scientist):
Engineering Technology
Level 15 Trait Unlock:
Give Your All (Engineering ability activation allows you to Dodge 20% of all incoming damage for 3 sec)
This school focuses on making various Ground combat weapons. The weapons you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels and to the following damage varieties: Antiproton, Disruptor, Phaser, Plasma, Polaron, Tetryon
Crafting Items/Projects:
Ground Weapons (Assault Squad Officer):
TR-116B Sniper Rifle Blast Assault Compression Pistol
Dual Pistol Full Auto Rifle High Density Rifle
Minigun Assault Pulsewave Assault Sniper Rifle
Split Beam Rifle Stun Pistol Wide Beam Pistol
Ground Device Consumables:
(Fabrication Engineer) Large Weakness Finder
(Diagnostic Engineer) Large Hypo (x5)
(Diagnostic Engineer) Large Power Cell (x5)
(Diagnostic Engineer) Large Shield Charge (x5)
Tech Upgrades (Research Lab Scientist):
Ground Weapon Technology Upgrades:
Superior Tech Upgrade [Experimental] Superior Tech Upgrade
Improved Tech Upgrade Basic Tech Upgrade
Components:
(Fabrication Engineer) Focusing Lens
(Fabrication Engineer) Industrial Replicator Supplies
(Fabrication Engineer) Coolant Injector
(Fabrication Engineer) Plasma Capacitor
(Fabrication Engineer) Micro Power Cell
(Fabrication Engineer) Handheld Calibration Control
(Anti-Matter Specialist) Isolinear Circuitry
(Anti-Matter Specialist) Particle Alignment Matrix
Research Project (Research Lab Scientist):
Ground Weapon Technology
Level 15 Trait Unlock:
Penetrating Rounds (5 Armor Penetration for Ground Weapons)
This school focuses on making various Ground combat Kits and Modules as well as consumables and tech upgrades. The items you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels.
Crafting Items/Projects:
Kit Modules [Passive] (Quartermaster):
Engineering Kit Module - [Passive] Medical Field
Engineering Kit Module - [Passive] Shield Reinforcement Field
Science Kit Module - [Passive] Dylovene Drip
Science Kit Module - [Passive] Vascular Maintenance
Tactical Kit Module - [Passive] Ever Watchful
Tactical Kit Module - [Passive] Persistent Suppression
Kit Frames (Quartermaster):
Engineering Science Tactical
Engineering Kit Modules (Quartermaster):
Beam Turret Chroniton Mine Barrier
Combat Supply Equipment Diagnostics
Force Field Dome Fuse Armor
Medical Generator Quantum Mortar
Quick Fix Seeker Drone
Shield Generator Shield Recharge
Transphasic Bomb Weapon Malfunction
Science Kit Modules (Quartermaster):
Anesthezine Gas Biofilter Sweep
Electro-Gravitic Field Hyperonic Radiation
Hypospray: Dylovene Hypospray: Melorazine
Medical Tricorder Nanite Health Monitor
Sonic Pulse Stasis Field
Tachyon Harmonic Triage
Vascular Regenerator
Tactical Kit Modules (Quartermaster):
Ambush Battle Strategies
Draw Fire Lunge
Motion Accelerator Overwatch
Photon Grenade Plasma Grenade
Rally Cry Smoke Grenade
Stealth Module Stun Grenade
Suppressing Fire Sweeping Strikes
Consumables:
(Fabrication Engineer) Large Kit Overbooster
(Diagnostic Engineer) Large Hypo (x5)
(Diagnostic Engineer) Large Power Cell (x5)
(Diagnostic Engineer) Large Shield Charge (x5)
Tech Upgrades (Research Lab Scientist):
Kits and Modules Technology Upgrades:
Superior Tech Upgrade [Experimental]
Superior Tech Upgrade
Improved Tech Upgrade
Basic Tech Upgrade
Components:
(Fabrication Engineer) Particle Field Generator
(Fabrication Engineer) Targeting Interface
(Fabrication Engineer) Emitter Module
(Fabrication Engineer) I.F.F. Beacon
(Fabrication Engineer) Micro Power Cell
(Fabrication Engineer) Handheld Calibration Control
(Anti-Matter Specialist) Emitter Array
(Anti-Matter Specialist) Particle Alignment Matrix
Research Project (Research Lab Scientist):
Kits and Modules Technology
Level 15 Trait Unlock:
Technophile (+100 Kit Performance for 8 seconds- may occur once every 24 seconds)
This school focuses on making Projectile weapons (Torpedoes, Mines), consoles and technology for your Starships. It contains no ground combat gear. The weapons and consoles you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels and to the following damage varieties: Chroniton, Photon, Plasma, Quantum, Transphasic, and Tricobalt.
Crafting Items/Projects:
Projectile Launchers:
Particle Emission Plasma Torpedo Launcher (Projectile Weapons Officer)
Torpedo Launcher (Projectile Weapons Officer):
Chroniton
Photon
Plasma
Quantum
Transphasic
Tricobalt
Mine Launcher (Armory Officer):
Chroniton
Photon
Plasma
Quantum
Transphasic
Tricobalt
Ship Consoles (Security Officer):
Projectile Consoles:
Tactical - Ambiplasma Envelope
Tactical - Chroniton Flux Regulator
Tactical - Photon Detonation Assembly
Tactical - TCD Subspace Infuser
Tactical - Transphasic Compressor
Tactical - Variable Geometry Detonators
Tactical - Warhead Yield Chamber
Tactical - Zero Point Quantum Chamber)
Ship Device Consumables:
(Fabrication Engineer) Battery - Kinetic Amplifier
(Explosives Expert) Large Weapons Battery (x5)
Tech Upgrades (Research Lab Scientist):
Projectile Technology Upgrades:
Superior Tech Upgrade [Experimental]
Superior Tech Upgrade
Improved Tech Upgrade
Basic Tech Upgrade
Components:
(Fabrication Engineer) Industrial Replicator Supplies
(Fabrication Engineer) Targeting Interface
(Fabrication Engineer) Electromagnetic Coupling
(Fabrication Engineer) I.F.F. Beacon
(Fabrication Engineer) Pressurization Chamber
(Fabrication Engineer) Ejection System
(Anti-Matter Specialist) Warp Field Regulator
(Anti-Matter Specialist) Intermix Chamber
Research Project (Research Lab Scientist):
Projectile Technology
Level 15 Trait Unlock:
Kinetic Precision (+10% Projectile Shield Penetration)
This school focuses on making Science-related Starship items (Deflector Arrays, Secondary Deflectors), consoles and technology for your Starships. It contains no ground combat gear. The items and consoles you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels.
Crafting Items/Projects:
Deflector Arrays:
Aegis Deflector Array
(Deflector Officer) Deflectors: (Deflector Officer) Secondary Deflectors:
Graviton Deteriorating
Neutrino Inhibiting
Positron Resonating
Tachyon
Ship Consoles:
Science Console Exotic Particle Field Exciter
Science Console (Deflector Officer):
Countermeasure System Emitter Array
Field Generator Flow Capacitor
Graviton Generator Inertial Dampeners
Nanite-Reinforced Circuitry Particle Generator
Power Insulator Sensor Probes
Shield Emitter Amplifier Stealth Module
Ship Device Consumables:
(Fabrication Engineer) Battery - Exotic Particle Flood
(Deflector Officer) Large Auxiliary Battery (x5)
(Deflector Officer) Large Engine Battery (x5)
Tech Upgrades (Research Lab Scientist):
Science Technology Upgrades:
Superior Tech Upgrade [Experimental] Superior Tech Upgrade
Improved Tech Upgrade Basic Tech Upgrade
Components:
(Fabrication Engineer) Lab Equipment
(Fabrication Engineer) Particle Field Generator
(Fabrication Engineer) Subprocessor Unit
(Fabrication Engineer) EPS Regulator
(Fabrication Engineer) Pressurization Chamber
(Fabrication Engineer) Quantum Field Focus
(Anti-Matter Specialist) Emitter Array
(Anti-Matter Specialist) Signal Enhancement Module
Research Project (Research Lab Scientist):
Science Technology
Level 15 Trait Unlock:
Particle Manipulator (Gain .2% Critical Chance and .1% Critical Severity for Exotic Damage abilities, per point in Starship Particle Generators skill)
This school focuses on making Shield-related Starship items (Shield Arrays) and technology for your Starships, as well as personal Shields for ground combat. The items and consoles you can make are limited to Mk II, IV, VI, VIII, X, XI, XII levels.
Crafting Items/Projects:
Shield Arrays:
Aegis Covariant Shield Array Hyper-Capacitor Shield Array
(Shield Distribution Officer) Space Shield:
Covariant Regenerative
Resilient Standard
(Assault Squad Officer) Personal Shield
Ship Device Consumables:
(Fabrication Engineer) Battery - Shield Resistance Boost
(Systems Engineer) Large Shield Battery (x5)
Tech Upgrades (Research Lab Scientist):
Shields Technology Upgrades:
Superior Tech Upgrade [Experimental] Superior Tech Upgrade
Improved Tech Upgrade Basic Tech Upgrade
Components:
(Fabrication Engineer) Focusing Lens
(Fabrication Engineer) Particle Field Generator
(Fabrication Engineer) Subprocessor Unit
(Fabrication Engineer) EPS Conduit
(Fabrication Engineer) Rerouting Lattice
(Fabrication Engineer) Plasma Compressor
(Anti-Matter Specialist) Emitter Array
(Anti-Matter Specialist) Signal Enhancement Module
Research Project (Research Lab Scientist):
Shields Technology
Level 15 Trait Unlock:
Inelastic Collisions (Target of Shield Heal gains 99% Shield Resistance for 1.5 sec)
Damage Types: Antiproton, Disruptor, Phaser, Plasma, Polaron, Tetryon
Mks Available: II, IV, VI, VIII, X, XI, XII
Duty Officer Bonus: Energy Weapons Officer (+5, +15,
Needed Materials:
Mk II :
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Mk IV:
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Emitter Module x2 (Tritanium x4, Verteron Particle x4)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Mk VI:
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Emitter Module x2 (Tritanium x4, Verteron Particle x4)
EPS Conduit x3 (Hexafluorine Gas x6, Thoron Particle x6, Tritanium x9)
Mk VIII:
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Emitter Module x1 (Tritanium x2, Verteron Particle x2)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Firing Sequencer x3 (Rubidium x3, Z-Particle x6)
Mk X:
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Emitter Module x1 (Tritanium x2, Verteron Particle x2)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Firing Sequencer x2 (Rubidium x2, Z-Particle x4)
Power Surge Regulator x2 (Beta-Tachyon Particle x4, Rubidium x6)
Mk XI:
Focusing Lens x2 (Trionium Gas x6, Hydrazine Gas x4)
Targeting Interface x2 (Magnesite x6, Hydrazine Gas x4)
Emitter Module x2 (Tritanium x4, Verteron Particle x4)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Power Surge Regulator x2 (Beta-Tachyon Particle x4, Rubidium x6)
Isolinear Circuitry x1 (Dentarium x1, 500 Refined Dilithium)
Mk XII:
Focusing Lens x2 (Trionium Gas x6, Hydrazine Gas x4)
Targeting Interface x2 (Magnesite x6, Hydrazine Gas x4)
Emitter Module x1 (Tritanium x2, Verteron Particle x2)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Firing Sequencer x1 (Rubidium x1, Z-Particle x2)
Power Surge Regulator x1 (Beta-Tachyon Particle x2, Rubidium x3)
Isolinear Circuitry x1 (Dentarium x1, 500 Refined Dilithium)
Isolinear Chip x1 (Argonite Gas x1, Plekton x1, 4000 Refined Dilithium)
Damage Types: Antiproton, Disruptor, Phaser, Plasma, Polaron, Tetryon
Mks Available: II, IV, VI, VIII, X, XII
Needed Materials:
Mk II:
Focusing Lens x1
Targeting Interface x1
Mk IV:
Targeting Interface x1
Emitter Module x2
EPS Conduit x1
Mk VI:
Focusing Lens x1
Emitter Module x2
EPS Conduit x3
Mk VIII:
Focusing Lens x1
Targeting Interface x1
Emitter Module x1
EPS Conduit x1
Firing Sequencer x3
Mk X:
Focusing Lens x1
Targeting Interface x1
Emitter Module x1
EPS Conduit x1
Firing Sequencer x2
Power Surge Regulator x2
Mk XI:
Focusing Lens x2
Targeting Interface x2
Emitter Module x2
EPS Conduit x1
Power Surge Regulator x2
Isolinear Circuitry x1
Mk XII:
Focusing Lens x4
Targeting Interface x4
Emitter Module x2
EPS Conduit x2
Firing Sequencer x2
Power Surge x2
Isolinear Circuitry x4
Isolinear Chip x3
Damage Types: Antiproton, Disruptor, Phaser, Plasma, Polaron, Tetryon
Mks Available: II, IV, VI, VIII, X, XI, XII
Needed Materials:
Mk II :
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Mk IV:
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Emitter Module x2 (Tritanium x4, Verteron Particle x4)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Mk VI:
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Emitter Module x2 (Tritanium x4, Verteron Particle x4)
EPS Conduit x3 (Hexafluorine Gas x6, Thoron Particle x6, Tritanium x9)
Mk VIII:
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Emitter Module x1 (Tritanium x2, Verteron Particle x2)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Firing Sequencer x3 (Rubidium x3, Z-Particle x6)
Mk X:
Focusing Lens x1 (Trionium Gas x3, Hydrazine Gas x2)
Targeting Interface x1 (Magnesite x3, Hydrazine Gas x2)
Emitter Module x1 (Tritanium x2, Verteron Particle x2)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Firing Sequencer x2 (Rubidium x2, Z-Particle x4)
Power Surge Regulator x2 (Beta-Tachyon Particle x4, Rubidium x6)
Mk XI:
Focusing Lens x2 (Trionium Gas x6, Hydrazine Gas x4)
Targeting Interface x2 (Magnesite x6, Hydrazine Gas x4)
Emitter Module x2 (Tritanium x4, Verteron Particle x4)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Power Surge Regulator x2 (Beta-Tachyon Particle x4, Rubidium x6)
Isolinear Circuitry x1 (Dentarium x1, 500 Refined Dilithium)
Mk XII:
Focusing Lens x2 (Trionium Gas x6, Hydrazine Gas x4)
Targeting Interface x2 (Magnesite x6, Hydrazine Gas x4)
Emitter Module x1 (Tritanium x2, Verteron Particle x2)
EPS Conduit x1 (Hexafluorine Gas x2, Thoron Particle x2, Tritanium x3)
Firing Sequencer x1 (Rubidium x1, Z-Particle x2)
Power Surge Regulator x1 (Beta-Tachyon Particle x2, Rubidium x3)
Isolinear Circuitry x1 (Dentarium x1, 500 Refined Dilithium)
Isolinear Chip x1 (Argonite Gas x1, Plekton x1, 4000 Refined Dilithium)
Console Types: Antiproton Mag Regulator, Directed Energy Distribution Manifold (all beams), Disruptor Induction Coil, Phaser Relay, Plasma Infuser, Polaron Phase Modulator, Tetryon Pulse Generator
Mks Available: II, IV, VI, VIII, X, XI, XII
Needed Materials:
Mk II:
Focusing Lens x1
Targeting Interface x1
Mk IV:
Targeting Interface x1
Emitter Module x2
EPS Conduit x1
Mk VI:
Focusing Lens x1
Emitter Module x2
EPS Conduit x3
Mk VIII:
Focusing Lens x1
Targeting Interface x1
Emitter Module x1
EPS Conduit x1
Firing Sequencer x3
Mk X:
Focusing Lens x1
Targeting Interface x1
Emitter Module x1
EPS Conduit x1
Firing Sequencer x2
Power Surge Regulator x2
Mk XI:
Focusing Lens x2
Targeting Interface x2
Emitter Module x2
EPS Conduit x1
Power Surge Regulator x2
Isolinear Circuitry x1
Mk XII:
Focusing Lens x4
Targeting Interface x4
Emitter Module x2
EPS Conduit x2
Firing Sequencer x2
Power Surge x2
Isolinear Circuitry x4
Isolinear Chip x3
Crafting tips and tricks: The best way to grind up the Experience Points (XP) in each of the schools is to run the project at the bottom of the list, that being the Research Project. This project generates a large amount of XP for the school while consuming very little materials. Unless you need a very specific item that you cannot buy off the Exchange, it is suggested to wait until you hit level 15 in the crafting school before making any items, as this opens up all the option for items, levels, and also some specific one time items. Additionally, you may want to raise the level to 16 or 17 to give your chances for a rare or ultra-rare quality item an extra boost before using up those rare materials/components.
Additionally the number of projects you can be working on at any given time is limited. You need to reach level 5 in one school to open up a 2nd project. From there you can open more by bringing a 2nd school to level 5. There is also a limit of 3 concurrent projects for each school. The maximum number of research projects is 6. The first 5 are unlocked on your own as you level up your different schools. However, the 6th one is unlocked after joining a Fleet and purchasing the option from the Fleet's store.
In order to be able to do these research projects you will need duty officers that are listed as a "Research Lab Scientist" as their type. These are exclusively under the Science category of Duty Officer.