Levelling 101
Levelling 101
Like all the factions, the level system in Star Trek Online is divided into 65 levels. Most starts within the Federation faction will begin with a tutorial and a series of introductory missions. The notable exception is the 2409 Starfleet start, which has a tutorial and beginning mission, but not a long series of missions. The The Original Series, Discovery Starfleet, and the Romulan aligned Federation character have an introduction series of missions that will see most characters hit level 10-12 before embarking on the main Federation storyline. Romulans siding with the Klingon Empire, will see a long intriductory series and then integration into the larger Klingon faction missions.
Perks and ranks are given for each level you gain in the following ways:
Level 0
Federation Player Rank: Cadet (Lt. JG in TOS start)
KDF Player Rank: Warrior
Romulan Republic Rank: Citizen
Level 1
Federation Player Rank: Lieutenant
KDF Player Rank: Lieutenant
Romulan Republic Player Rank: Lieutenant
Unlock Transwarp
Level 2
Acquire ability Evasive Maneuvers
Access to Patrol Missions
Level 3
Access to Fleet Action Missions
Level 4
Acquire Class ability (ground): Tactical- Target Optics
Engineering- Reroute Power to Shields
Science- Tricorder Scan
Unlock Injuries on Advanced/Elite difficulty settings
Level 5
1 Ground Skill Point (First Point- 10 in total)
1 Space Skill Point (First Point- 46 in total)
Unlock of PVP
Bridge Officer Awarded
Level 6
1 Space Skill Point
Level 7
1 Space Skill Point
Acquire Class Ability (space):
Tactical- Attack Pattern Alpha
Engineering- Rotate Shield Frequency
Science- Sensor Scan
Level 8
1 Space Skill Point
Bridge Officer Awarded
Level 9
1 Space Skill Point
Level 10
Federation Player Rank: Lieutenant Commander
KDF Player Rank: Lieutenant Commander
Romulan Republic Player Rank: Centurion
1 Ground Skill Point
1 Space Skill Point
Unlock New Starship (Tier II)
Lt. Commander (Tier II) Ship Requisition Token
New Trait slot
Access to Deep Space Encounters
Access to Star System Patrols
Level 11
1 Space Skill Point
Level 12
1 Space Skill Point
Lt. Commander Ability (space): Brace for Impact
Level 13
1 Space Skill Point
Level 14
1 Space Skill Point
Acquire Class Ability (ground):
Tactical- Fire on my Mark
Engineering- Cover Shield
Science- Neural Neutralizer
Level 15
1 Ground Skill Point
1 Space Skill Point
Research and Development (R&D) system unlocked
Bridge Officer Awarded
Level 16
1 Space Skill Point
Level 17
1 Space Skill Point
Acquire Class Ability (space):
Tactical- Fire on my Mark
Engineering- EPS Power Transfer
Science- Subnucleonic Beam
Level 18
1 Space Skill Point
Duty Officers Awarded
Level 19
1 Space Skill Point
Level 20:
Federation Player Rank: Commander
KDF Player Rank: Commander
Romulan Republic Player Rank: Subcommander
1 Ground Skill Point
1 Space Skill Point
Unlock New Starship (Tier III)
Commander (Tier III) Ship Requisition Token
Additional Bridge Officer Slot
Level 21
1 Space Skill Point
Level 22
1 Space Skill Point
Level 23
1 Space Skill Point
Level 24
1 Space Skill Point
Level 25
1 Ground Skill Point
1 Space Skill Point
Level 26
1 Space Skill Point
Level 27
1 Space Skill Point
Level 28
1 Space Skill Point
Level 29
1 Space Skill Point
Level 30
Federation Player Rank: Captain
KDF Player Rank: Captain
Romulan Republic Player Rank: Commander
1 Ground Skill Point
1 Space Skill Point
Unlock New Starship (Tier IV)
Captain (Tier IV) Ship Requisition Token
Level 31
1 Space Skill Point
Level 32
1 Space Skill Point
Level 33
1 Space Skill Point
Level 34
1 Space Skill Point
Level 35
1 Ground Skill Point
1 Space Skill Point
Level 36
1 Space Skill Point
Level 37
1 Space Skill Point
Level 38
1 Space Skill Point
Level 39
1 Space Skill Point
Level 40
Federation Player Rank: Rear Admiral, Lower Half
KDF Player Rank: Brigadier General
Romulan Republic Player Rank: Subadmiral
1 Ground Skill Point
1 Space Skill Point
Additional Bridge Officer Slot
Unlock New Starship (Tier V)
Rear-Admiral (Tier V) Ship Requisition Token
Level 41
1 Space Skill Point
Level 42
1 Space Skill Point
Level 43
1 Space Skill Point
Level 44
1 Space Skill Point
Level 45
Federation Player Rank: Rear Admiral, Upper Half
KDF Player Rank: Major General
Romulan Republic Player Rank: Subadmiral II
1 Ground Skill Point
1 Space Skill Point
Level 46
1 Space Skill Point
Level 47
1 Space Skill Point
Level 48
1 Space Skill Point
Level 49
1 Space Skill Point
Level 50
Federation Player Rank: Vice Admiral
KDF Player Rank: Lieutenant General
Romulan Republic Player Rank: Vice Admiral
1 Ground Skill Point (Last Point- 10 in total)
1 Space Skill Point (Last Point- 46 in total)
Additional Bridge Officer Slot
Unlock New Starship (Tier 5-U)*
*Note this is permission to buy a Vice-Admiral ship but you do not get a free token for the Vice-Admiral ship until level 61
Level 51
Duty Officers awarded
Level 52
Fleet Support Rank III
Admiralty System
Level 53
None
Level 54
Acquire Class Ability (Ground):
Tactical- Strike Team III
Engineering- Engineering Proficiency
Science- Scientific Aptitude III
Level 55
Federation Player Rank: Admiral
KDF Player Rank: General
Romulan Republic Rank: Admiral
Level 56
None
Level 57
Acquire Class Ability (Space):
Tactical- Tactical Fleet III
Engineering- Engineering Fleet III
Science- Science Fleet III
Level 58
None
Level 59
None
Level 60
Federation Player Rank: Fleet Admiral
KDF Player Rank: Dahar Master
Romulan Republic Player Rank: Fleet Admiral
Jem'Hadar Player Rank: Honored First
Additional Bridge Officer Slot
Level 61
Vice-Admiral Starship Requisition Token
Level 62
None
Level 63
Acquire Class Ability (Space):
Tactical- Vulnerability Assessement Sweep
Engineering- Intrusive Energy Redirection
Science- Co-Opt Energy Weapons
Level 64
None
Level 65
Admiralty Hero Ship Card: The C.U.V. Tain
Bridge Officer Skills
(costs and how to acquire them)
As you level up your Captain and get better ships. Your Bridge Officers also can be upgraded with more skills as well. In some missions this can be key to success, especially depending on what type of weaponry your are using and your ship build and profession (Tactical, Science or Engineering) of your Captain.
Each of your Bridge Officers will have a set of default skills and you can see these prior to commissioning them by mousing over their item or in your officer pool. Gaining more of these is where the Bridge Officer Trainer comes in. These trainers are located on each of the player hubs. For Federation based/aligned characters, you can find these trainers under Admiral Quinn's office on Earth Space Dock (ESD) or in the Ops Center on Deep Space 9. For Klingon and KDF aligned characters, the trainer is located in First City and Deep Space 9. Romulan Republic characters will find the trainer in the Command Center (main floor) on New Romulus and can use the trainer on Deep Space 9.
Each of the skills will be broken down into each type of officer and the type of skill they are (Space, noted as an S and Ground, noted as a G). Purchasing these skills is a matter of having enough Energy Credits (EC) and Expertise Points. The EC is used to buy the manual and the Expertise points are used to learn the contents of the manual. Some of your Bridge Officers may need to be promoted to get to be able to learn the higher level abilities.
The skills and their costs are as follows:
Bridge Officer Trainer
Ensign (White): Cost: 250 EC Learn Cost: 400 Expertise
Tactical Team I
Torpedo: High Yield I
Torpedo: Spread I
Beam: Fire at Will I
Beam: Overload I
Target Subsystem Auxiliary I
Target Subsystem Engine I
Target Subsystem Shields I
Target Subsystem Weapons I
Lieutenant (Green): Cost: 2,000 EC Learn Cost: 600 Expertise
Tactical Team II
Torpedo: High Yield II
Torpedo: Spread II
Beam: Fire at Will II
Beam: Overload II
Target Subsystem Auxiliary II
Target Subsystem Engine II
Target Subsystem Shields II
Target Subsystem Weapons II
Attack Pattern: Beta I
Attack Pattern: Delta I
Cannon: Rapid Fire I
Cannon: Scatter Volley I
Mine: Dispersal Pattern Beta I
Mine: Dispersal Pattern Alpha I
Lt. Commander (Blue): Cost: 5,000 EC Learn Cost: 1,000 Expertise
Mine: Dispersal Pattern Beta II
Mine: Dispersal Pattern Alpha II
Attack Pattern Beta II
Attack Pattern Delta II
Attack Pattern: Omega I
Cannon: Rapid Fire II
Cannon: Scatter Volley II
Mine: Dispersal Pattern Alpha II
Commander (Purple): Cost: 10,000 EC Learn Cost: 1,500 Expertise
Attack Pattern: Omega II
Ensign (White): Cost: 250 EC Learn Cost: 400 Expertise
Sweeping Strikes I
Draw Fire I
Photon Grenade I
Battle Strategies I
Lieutenant (Green): Cost: 2,000 EC Learn Cost: 600 Expertise
Sweeping Strikes II
Draw Fire II
Photon Grenade II
Battle Strategies II
Target Optics I
Lunge I
Suppressing Fire I
Smoke Grenade I
Lt. Commander (Blue): Cost: 5,000 EC Learn Cost: 1,000 Expertise
Target Optics II
Lunge II
Suppressing Fire II
Smoke Grenade II
Stealth Module I
Plasma Grenade I
Fire on my Mark I
Overwatch I
Commander (Purple): Cost: 10,000 EC Learn Cost: 1,500 Expertise
Stun Grenade I
Stealth Module II
Plasma Grenade II
Fire on my Mark II
Overwatch II
Ambush I
Motion Accelerator I
Ensign (White): Cost: 250 EC Learn Cost: 400 Expertise
Engineering Team I
Emergency Power to Auxiliary I
Emergency Power to Engines I
Emergency Power to Shields I
Emergency Power to Weapons I
Lieutenant (Green): Cost: 2,000 EC Learn Cost: 600 Expertise
Engineering Team II
Emergency Power to Auxiliary II
Emergency Power to Engines II
Emergency Power to Shields II
Emergency Power to Weapons II
Auxiliary Power to Emergency Battery I
Auxiliary Power to Emergency Battery I
Auxiliary Power to Structural Integrity I
Auxiliary Power to Inertial Dampers I
Reverse Shield Polarity I
Boarding Party I
Extend Shields I
Directed Energy Modulation I
Lt. Commander (Blue): Cost: 5,000 EC Learn Cost: 1,000 Expertise
Auxiliary Power to Emergency Battery II
Auxiliary Power to Emergency Battery II
Auxiliary Power to Structural Integrity II
Auxiliary Power to Inertial Dampers II
Reverse Shield Polarity II
Boarding Party II
Extend Shields II
Directed Energy Modulation II
Eject Warp Plasma I
Aceton Beam I
Commander (Purple): Cost: 10,000 EC Learn Cost: 1,500 Expertise
Eject Warp Plasma II
Aceton Beam II
Ensign (White): Cost: 250 EC Learn Cost: 400 Expertise
Shield Recharge I
Weapon Malfunction I
Quick Fix I
Chroniton Mine Barrier I
Lieutenant (Green): Cost: 2,000 EC Learn Cost: 600 Expertise
Shield Recharge II
Weapon Malfunction II
Quick Fix II
Chroniton Mine Barrier II
Reroute Power to Shields I
Shield Generator Fabrication I
Turret Fabrication I
Lt. Commander (Blue): Cost: 5,000 EC Learn Cost: 1,000 Expertise
Reroute Power to Shields II
Shield Generator Fabrication II
Turret Fabrication II
Medical Generator Fabrication I
Cover Shield I
Quantum Mortar Fabrication I
Equipment Diagnostics I
Commander (Purple): Cost: 10,000 EC Learn Cost: 1,500 Expertise
Medical Generator Fabrication II
Cover Shield II
Quantum Mortar Fabrication II
Equipment Diagnostics II
Support Drone Fabrication I
Fuse Armor I
Combat Supply I
Ensign (White): Cost: 250 EC Learn Cost: 400 Expertise
Polarize Hull I
Transfer Shield Strength I
Tachyon Beam I
Mask Energy Signature I
Jam (Targeting) Sensors I
Tractor Beam I
Science Team I
Hazard Emitters I
Lieutenant (Green): Cost: 2,000 EC Learn Cost: 600 Expertise
Polarize Hull II
Transfer Shield Strength II
Tachyon Beam II
Mask Energy Signature II
Jam Sensors II
Tractor Beam II
Science Team II
Hazard Emitters II
Feedback Pulse I
Charged Particle Burst I
Photonic Officer I
Scramble Sensors I
Tractor Beam Repulsors I
Tyken's Rift I
Energy Siphon I
Lt. Commander (Blue): Cost: 5,000 EC Learn Cost: 1,000 Expertise
Feedback Pulse II
Charged Particle Burst II
Photonic Officer II
Scramble Sensors II
Tractor Beam Repulsors II
Tyken's Rift II
Energy Siphon II
Gravity Well I
Photonic Shockwave I
Viral Matrix I
Commander (Purple): Cost: 10,000 EC Learn Cost: 1,500 Expertise
Gravity Well II
Photonic Shockwave II
Viral Matrix II
Ensign (White): Cost: 250 EC Learn Cost: 400 Expertise
Medical Tricorder I
Hypospray - Dylovene I
Electro-Gravitic Field I
Tachyon Harmonic I
Lieutenant (Green): Cost: 2,000 EC Learn Cost: 600 Expertise
Medical Tricorder II
Hypospray - Dylovene II
Electro-Gravitic Field II
Tachyon Harmonic II
Tricorder Scan I
Stasis Field I
Sonic Pulse I
Vascular Regenerator I
Lt. Commander (Blue): Cost: 5,000 EC Learn Cost: 1,000 Expertise
Tricorder Scan II
Stasis Field II
Sonic Pulse II
Vascular Regenerator II
Hyperonic Radiation I
Hypospray - Melorazine I
Neural Neutralizer I
Commander (Purple): Cost: 10,000 EC Learn Cost: 1,500 Expertise
Hyperonic Radiation II
Hypospray - Melorazine II
Neural Neutralizer II
Anesthezine Gas I
Nanite Health Monitor I
Dampening Field I
Lockbox, Mission, Crafted and Purchasable Skills
You might notice that the list above does not cover all the skills that your Bridge Officer is showing available to them in their skill panel. The reason for this is that these additional skills are not able to be trained via the Bridge Trainer. Instead these skills are earned though missions rewards, gained through lockboxes, purchased off the market, or crafted. Note that only certain Ground skill manuals can be created from the crafting menu. Looking under your Ground Skills tab in the Captain Skills tab, you will be asked to choose which of the two option you want to be able to train. This choice allows you to make one of the manuals, but locks you out of the other, so choose wisely (or with a plan on alternate characters). Here are the remaining skills and how to acquire them:
Ensign (White): Acquired From:
Augment Boarding Party I (Lockbox)
Beams: Fire at Will I [23c.] (Fleet K-13 Vendor)
Beams: Overload I [23c.] (Fleet K-13 Vendor)
Best Served Cold (Winter Event Vendor)
Distributed Targeting I (Undiscovered Lockbox)
Kemocite-Laced Weaponry I (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Tactical Team I [23c.] (Fleet K-13 Vendor)
Torpedoes: High Yield I [23c.] (Fleet K-13 Vendor)
Torpedoes: Spread I [23c.] (Fleet K-13 Vendor)
Lieutenant (Green): Acquired From:
Augment Boarding Party II (Lockbox)
Beams: Fire at Will II [23c.] (Fleet K-13 Vendor)
Beams: Overload II [23c.] (Fleet K-13 Vendor)
Best Served Cold II (Winter Event Vendor)
Distributed Targeting II (Undiscovered Lockbox)
Focused Assault I (Mission: Butterfly)
Kemocite-Laced Weaponry II (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Tactical Team II [23c.] (Fleet K-13 Vendor)
Torpedoes: High Yield II [23c.] (Fleet K-13 Vendor)
Torpedoes: Spread II [23c.] (Fleet K-13 Vendor)
Lieutenant Commander (Blue): Acquired From:
Augment Boarding Party III (Lockbox)
Beams: Fire at Will III (See Tier III section below)
Beams: Fire at Will III [23c.] (Fleet K-13 Vendor)
Beams: Overload III (See Tier III section below)
Beams: Overload III [23c.] (Fleet K-13 Vendor)
Best Served Cold III (Winter Event Vendor)
Distributed Targeting III (Undiscovered Lockbox)
Energy Weapons: Target Auxiliary Subsystems III
(Green or higher BOff Candidates)
Energy Weapons: Target Engines Subsystems III
(Green or higher BOff Candidates)
Energy Weapons: Target Shields Subsystems III
(Green or higher BOff Candidates)
Energy Weapons: Target Weapons Subsystems III
(Green or higher BOff Candidates)
Focused Assault II (Mission: Butterfly)
Kemocite-Laced Weaponry III (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Tactical Team III (See Tier III section below)
Tactical Team III [23c.] (Fleet K-13 Vendor)
Torpedoes: High Yield III (See Tier III section below)
Torpedoes: High Yield III [23c.] (Fleet K-13 Vendor)
Torpedoes: Spread III (See Tier III section below)
Torpedoes: Spread III [23c.] (Fleet K-13 Vendor)
Commander (Purple): Acquired From:
Attack Pattern Beta III (See Tier III section below)
Attack Pattern Delta III (See Tier III section below)
Attack Pattern Omega III (See Tier III section below)
Cannons: Rapid Fire III (See Tier III section below)
Cannons: Scatter Volley III (See Tier III section below)
Focused Assault III (Mission: Butterfly)
Mines: Dispersal Pattern Alpha III (See Tier III section below)
Mines: Dispersal Pattern Beta III (See Tier III section below)
Ensign (White):
Cease Fire I (Kelvin Timeline Lockbox)
Corrosive Grenade I (Summer Event Vendor)
Graviton Spike I (Summer Event Vendor)
Photon Grenade I [23c] (Fleet K-13 Vendor)
Localized Resonance Field I (Swarm Lockbox)
Sweeping Strikes I [23c] (Fleet K-13 Vendor)
Lieutenant (Green):
Cease Fire II (Kelvin Timeline Lockbox)
Corrosive Grenade II (Summer Event Vendor)
Tactical EMP Bombardment I (Infinity Lockbox)
Freelance Security Detachment II (Emerald Chain Lockbox)
Graviton Spike II (Summer Event Vendor)
Gre'thor's Chains I (Winter Event Vendor)
Micro Cryonic Warhead I (Winter Event Vendor)
Photon Grenade II [23c.] (Fleet K-13 Vendor)
Regenerative Invigoration I (Fleet Colony Vendor)
Repulsor Burst I (Infinity Lockbox)
Localized Resonance Field II (Swarm Lockbox)
Lieutenant Commander (Blue):
Battle Strategies III (Green or higher BOff Candidates)
Cease Fire III (Kelvin Timeline Lockbox)
Corrosive Grenade III (Summer Event Vendor)
Draw Fire III (Green or higher BOff Candidates)
Tactical EMP Bombardment II (Infinity Lockbox)
Freelance Security Detachment II (Emerald Chain Lockbox)
Graviton Spike III (Summer Event Vendor)
Gre'thor's Chains II (Winter Event Vendor)
Micro Cryonic Warhead II (Winter Event Vendor)
Photon Grenade III (Tactical Profession R&D)
Photon Grenade III [23c.] (Fleet K-13 Vendor)
Regenerative Invigoration II (Fleet Colony Vendor)
Repulsor Burst II (Infinity Lockbox)
Localized Resonance Field III (Swarm Lockbox)
Sweeping Strikes III (Tactical Profession R&D)
Commander (Purple):
Tactical EMP Bombardment III (Infinity Lockbox)
Fire on my Mark III (Tactical Profession R&D)
Freelance Security Detachment III (Emerald Chain Lockbox)
Gre'thor's Chains III (Winter Event Vendor)
Lunge III (Green or higher BOff Candidates)
Micro Cryonic Warhead III (Winter Event Vendor)
Overwatch III (Tactical Profession R&D)
Regenerative Invigoration III (Fleet Colony Vendor)
Repulsor Burst III (Infinity Lockbox)
Smoke Grenade III (Green or higher BOff Candidates)
Stealth Module III (Tactical Profession R&D)
Stun Grenade II (Green or higher BOff Candidates)
Suppressing Fire III (Tactical Profession R&D)
Target Optics III (Tactical Profession R&D)
Ensign (White): Acquired From:
Deploy Construction Shuttle Wing I (Unknown Lockbox)
Emergency Power to Engines I [23c.] (Fleet K-13 Vendor)
Emergency Power to Shields I [23c.] (Fleet K-13 Vendor)
Emergency Power to Weapons I [23c.] (Fleet K-13 Vendor)
Endothermic Inhibitor Beam I (Winter Event Vendor)
Engineering Team I [23c.] (Fleet K-13 Vendor
Let It Go I (Winter Event Vendor)
Overload Integrity Field I (Undiscovered Lockbox)
Structural Integrity Collapse I (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Lieutenant (Green): Acquired From:
Deploy Construction Shuttle Wing II (Unknown Lockbox)
Emergency Power to Engines II [23c.] (Fleet K-13 Vendor)
Emergency Power to Shields II [23c.] (Fleet K-13 Vendor)
Emergency Power to Weapons II [23c.] (Fleet K-13 Vendor)
Emit Unstable Warp Bubble I (Mission: Broken Circle)
Endothermic Inhibitor Beam II (Fleet K-13 Vendor)
Engineering Team II [23c.] (Fleet K-13 Vendor)
Let It Go II (Winter Event Vendor)
Overload Integrity Field II (Undiscovered Lockbox)
Structural Integrity Collapse II (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Lieutenant Commander (Blue): Acquired From:
Deploy Construction Shuttle Wing III (Unknown Lockbox)
Emergency Power to Auxiliary III (See Tier III section below)
Emergency Power to Engines III (See Tier III section below)
Emergency Power to Engines III [23c.] (Fleet K-13 Vendor)
Emergency Power to Shields III (See Tier III section below)
Emergency Power to Shields III [23c.] (Fleet K-13 Vendor)
Emergency Power to Weapons III (See Tier III section below)
Emergency Power to Weapons III [23c.] (Fleet K-13 Vendor)
Emit Unstable Warp Bubble II (Mission: Broken Circle)
Endothermic Inhibitor Beam III (Winter Event Vendor)
Engineering Team III (See Tier III section below)
Engineering Team III [23c.] (Fleet K-13 Vendor)
Let It Go III (Winter Event Vendor)
Overload Integrity Field III (Undiscovered Lockbox)
Structural Integrity Collapse III (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Commander (Purple): Acquired From:
Aceton Beam III (See Tier III section below)
Auxiliary Power to the Emergency Battery III (See Tier III section below)
Auxiliary Power to the Inertial Dampers III (See Tier III section below)
Auxiliary Power to the Structural Integrity Field III (See Tier III section below)
Boarding Party III (See Tier III section below)
Directed Energy Modulation III (See Tier III section below)
Eject Warp Plasma III (See Tier III section below)
Emit Unstable Warp Bubble III (Mission: Broken Circle)
Extend Shields III (Engineering Profession R&D)
Reverse Shield Polarity III (Green or higher BOff Candidates)
Ensign (White): Acquired From:
Harmonic Lure I (Lockbox)
Hurricane Turret I (Summer Event Vendor)
Molten Terrain I (Summer Event Vendor)
Photon Mortar Fabrication I [23c.] (Fleet K-13 Vendor)
Quick Fix I [23c.] (Fleet K-13 Vendor)
Sabotage I (Lockbox)
Lieutenant (Green):
Anchor of Gre'thor I (Winter Event Vendor)
Deploy Plasma Blastwave Turret I (Fleet Colony Vendor)
Explosive Drone Fabrication I (Lockbox)
Freeze Armor I (Winter Event Vendor)
Harmonic Lure II (Lockbox)
Hurricane Turret II (Summer Event Vendor)
Molten Terrain II (Summer Event Vendor)
Photon Mortar Fabrication II [23c.] (Fleet K-13 Vendor)
Quick Fix II [23c.] (Fleet K-13 Vendor)
Repurposed Escape Pod I (Emerald Chain Lockbox)
Sabotage II (Lockbox)
Shield Reinforcement Network I (Lockbox)
Lieutenant Commander (Blue):
Anchor of Gre'thor II (Winter Event Vendor)
Deploy Plasma Blastwave Turret II (Fleet Colony Vendor)
Explosive Drone Fabrication II (Lockbox)
Freeze Armor II (Winter Event Vendor)
Harmonic Lure III (Lockbox)
Hurricane Turret III (Summer Event Vendor)
Chroniton Mine Barrier III (Engineering Profession R&D)
Molten Terrain III (Summer Event Vendor)
Photon Mortar Fabrication III [23c.] (Fleet K-13 Vendor)
Quick Fix III (Engineering Profession R&D)
Quick Fix III [23c.] (Fleet K-13 Vendor)
Repurposed Escape Pod II (Emerald Chain Lockbox)
Sabotage III (Lockbox)
Shield Recharge III (Engineering Profession R&D)
Shield Reinforcement Network II (Lockbox)
Commander (Purple):
Anchor of Gre'thor III (Winter Event Vendor)
Combat Supply II (Engineering Profession R&D)
Cover Shield III (Engineering Profession R&D)
Deploy Plasma Blastwave Turret III (Fleet Colony Vendor)
Equipment Diagnostics III (Engineering Profession R&D)
Explosive Drone Fabrication III (Lockbox)
Freeze Armor III (Winter Event Vendor)
Medical Generator Fabrication III (Engineering Profession R&D)
Turret Fabrication III (Engineering Profession R&D)
Repurposed Escape Pod III (Emerald Chain Lockbox)
Reroute Power to Shields III (Engineering Profession R&D)
Shield Generator Fabrication III (Engineering Profession R&D)
Shield Reinforcement Network III (Lockbox)
Support Drone Fabrication II (Engineering Profession R&D)
Ensign (White): Acquired From:
Delayed Overload Cascade I (Kelvin Divergence Lockbox)
Science Team I [23c.] (Fleet K-13 Vendor)
Structural Analysis I (Undiscovered Lockbox)
Subspace Vortex I (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Tractor Beam I [23c.] (Fleet K-13 Vendor)
Very Cold in Space I (Winter Event Vendor)
Lieutenant (Green): Acquired From:
Delayed Overload Cascade II (Kelvin Divergence Lockbox)
Destabilizing Resonance Beam I (Mission: Blood of Ancients)
Science Team II [23c.] (Fleet K-13 Vendor)
Subspace Vortex II (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Tractor Beam II [23c.] (Fleet K-13 Vendor)
Very Cold in Space II (Winter Event Vendor)
Structural Analysis II (Undiscovered Lockbox)
Lieutenant Commander (Blue): Acquired From:
Delayed Overload Cascade III (Kelvin Divergence Lockbox)
Destabilizing Resonance Beam II (Mission: Blood of Ancients)
Mask Energy Signature III (Science Profession R&D)
Jam Targeting Sensors III (See Tier III section below)
Science Team III (See Tier III section below)
Science Team III [23c.] (Fleet K-13 Vendor)
Structural Analysis III (Undiscovered Lockbox)
Subspace Vortex III (Xindi-Terrestrial Lockbox/Infinity Lockbox)
Tractor Beam III [23c.] (Fleet K-13 Vendor)
Transfer Shield Strength III (See Tier III section below)
Very Cold in Space III (Winter Event Vendor)
Commander (Purple): Acquired From:
Charged Particle Burst III (Science Profession R&D)
Destabilizing Resonance Beam III (Mission: Blood of Ancients)
Energy Siphon III (Science Profession R&D)
Feedback Pulse III (Science Profession R&D)
Gravity Well III (See Tier III section below)
Photonic Officer III (Science Profession R&D)
Photonic Shockwave III (See Tier III section below)
Scramble Sensors III (Science Profession R&D)
Tractor Beam Repulsors III (Science Profession R&D)
Tyken's Rift III (See Tier III section below)
Viral Matrix III (See Tier III section below)
Ensign (White):
Cold Fusion Flash I (Kelvin Timeline Lockbox)
Medical Tricorder I [23c.] (Fleet K-13 Vendor)
Harmonic Repulsor Wave I (Swarm Lockbox)
Seismic Agitation Field I (Summer Event Vendor)
Sonic Disruption I (Summer Event Vendor)
Stasis Beam I [23c.] (Fleet K-13 Vendor)
Lieutenant (Green):
Cold Fusion Flash II (Kelvin Timeline Lockbox)
Cryonic Pulse I (Winter Event Vendor)
Cryothermic Armor I (Winter Event Vendor)
Interphase Decay I (Infinity Lockbox)
Interrogation Gas I (Emerald Chain Lockbox)
Medical Tricorder II [23c.] (Fleet K-13 Vendor)
Harmonic Repulsor Wave II (Swarm Lockbox)
Seismic Agitation Field II (Summer Event Vendor)
Sonic Disruption II (Summer Event Vendor)
Stasis Beam II [23c.] (Fleet K-13 Vendor)
Temporal Anomaly Containment I (Infinity Lockbox)
Waste Toxin Dart Launcher I (Fleet Colony Vendor)
Lieutenant Commander (Blue):
Cold Fusion Flash III (Kelvin Timeline Lockbox)
Cryonic Pulse II (Winter Event Vendor)
Cryothermic Armor II (Winter Event Vendor)
Electro-Gravitic Field III (Science Profession R&D)
Hypospray - Dylovene III (Science Profession R&D)
Interphase Decay II (Infinity Lockbox)
Interrogation Gas II (Emerald Chain Lockbox)
Medical Tricorder III (Science Profession R&D)
Medical Tricorder III [23c.] (Fleet K-13 Vendor)
Harmonic Repulsor Wave III (Swarm Lockbox)
Seismic Agitation Field III (Summer Event Vendor)
Sonic Disruption III (Summer Event Vendor)
Stasis Beam III [23c.] (Fleet K-13 Vendor)
Tachyon Harmonic III (Green or higher BOff Candidates)
Temporary Anomaly Containment II (Infinity Lockbox)
Waste Toxin Dart Launcher II (Fleet Colony Vendor)
Commander (Purple):
Cryonic Pulse III (Winter Event Vendor)
Cryothermic Armor III (Winter Event Vendor)
Dampening Field II (Science Profession R&D)
Hypospray - Melorazine III (Science Profession R&D)
Interphase Decay III (Infinity Lockbox)
Interrogation Gas III (Emerald Chain Lockbox)
Nanite Health Monitor II (Science Profession R&D)
Neural Neutralizer III (Science Profession R&D)
Sonic Pulse III (Science Profession R&D)
Stasis Field III (Science Profession R&D)
Temporal Anomaly Containment III (Infinity Lockbox)
Tricorder Scan III (Science Profession R&D)
Vascular Regenerator III (Science Profession R&D)
Waste Toxin Dart Launcher III (Fleet Colony Vendor)
Tier "III" Bridge Officer Skills
As you spend your regular skill points in each of the 3 skill trees of Tactical, Science and Engineering, you will gain access to different options to train your Bridge Officers in higher level skills. These are tier III types. These are skills that cannot be learned from the Bridge Officer trainer on Earth Space Dock (ESD), Deep Space 9 (DS9) and in First City. These skills require you to use the R&D system to make a PADD an then the Training Manual itself. Once this is done and in your inventory, you can use this on your Bridge Officer (go to their Skills and find the ability name and click Learn to teach the skill to them). Learning the skill will use up the training manual. These manuals can also be traded and sold on the player Exchange market and so can be acquired from the market if you cannot make them yourself.
The skills that can be learned are dependent on the type of Captain you are playing (Science, Tactical and Engineering). Additionally, the skills are also limited to how many points you spend in the 3 different skill trees (also Science, Tactical and Engineering).
Tactical Captains can learn the following skills, based on the number of points spent in the 3 skill trees:
Cannon: Rapid Fire III (2 Points)
Torpedo: High Yield III (7 Points)
Cannon: Scatter Volley III (12 Points)
Torpedo: Spread III (17 Points)
Tactical Team III (2 Points)
Mine Dispersal Pattern: Alpha III (7 Points)
Beam: Fire at Will III (12 Points)
Beam: Overload III (17 Points)
Mine Dispersal Pattern: Beta III (2 Points)
Attack Pattern: Omega III (7 Points)
Attack Pattern: Beta III (12 Points)
Attack Pattern: Delta III (17 Points)
Engineering Captains can learn the following skills, dependent on the number of points spent in the 3 skill trees:
Directed Energy Modulation III (2 Points)
Eject Warp Plasma III (7 Points)
Boarding Party III (12 Points)
Aceton Beam III (17 Points)
Emergency Power to Shields III (2 Points)
Emergency Power to Engines III (7 Points)
Emergency Power to Weapons III (12 Points)
Emergency Power to Auxiliary III (17 Points)
Engineering Team III (2 Points)
Auxiliary Power to the Emergency Battery III (7 Points)
Auxiliary Power to Structural Integrity III (12 Points)
Auxiliary Power to Inertial Dampers III (17 Points)
Science Captains can learn the following skills, again, based on the number of points spent in the 3 skill trees:
Tachyon Beam III (2 Points)
Jam Sensors III (7 Points)
Tractor Beam III (12 Points)
Viral Matrix III (17 Points)
Hazard Emitters III (2 Points)
Feedback Pulse III (7 Points)
Polarize Hull III (12 Points)
Transfer Shield Strength III (17 Points)
Science Team III (2 Points)
Photonic Shockwave III (7 Points)
Gravity Well III (12 Points)
Tyken’s Rift III (17 Points)
Post Level 65 Progress:
Specialization Points
After reaching level 65, characters still gain progress from missions and ground/space combat. These are reflected in the same XP progress bar at the top of the screen in the form of Specialization Points. These points can be spent in any of the 7 different Specialization trees that add passive abilities of different types of space, ground and space/ground functionality.
The different Specialties are:
Commando (Ground only skills)
Constable (Space and Ground skills)
Strategist (Space only skills)
Command Officer (Space and Ground skills)
Intelligence Officer (Space and Ground skills)
Miracle Worker (Space and Ground skills)
Pilot (Space only skills)
Temporal Operative (Space and Ground skills)
Once you have spent 10 or more points in the Specialization tree of your choice, you will be able to make a Specialization Manual. This manual is used to train one of your Bridge Officers in that Specialization. You can train Bridge Officers in more than one Specialization however, only 1 can be active at a time. Keep in mind the seating on your ship to be able to determine which Bridge Officer and Specialization match your current needs.
To tell what your Ship Seating is like, open the Stations menu: Press U to open your Character Panel, then click your ship from the side menu. Next click on the Stations tab at the top to view the Bridge Officer seating. You can click on the icon on the stations to get the details of each. Most Specialization Stations are hybrids of one of the primary bridge positions (Tactical, Science, and Engineering) and a Specialization. Examples are Tactical/Pilot, Science/Temporal Operative, and Engineering/Miracle Worker. What this means is that these stations can have either of the 2 types of Skills placed into the available slots. They all don't have to be one or the other: they can be mixed and matched from the Specialization/Primary Skills supported by that station.
"Specialized in ground assaults, and making the most of your weaponry and equipment."
Note: Bridge Officers cannot be trained in this Specialization.
While the Commando specialization is active, you will gain a 5% increase to your Weapon and Melee Damage. This bonus increases by a small amount for each point spent in the Specialization. (You must have at least 1 point spent in this Specialization to gain this bonus.)
Tier 1 (10 Points to complete):
Resilient Power Cells I: The secondary attacks on your weaponry are more frequently available for use. [Reduce Cooldown on all Secondary Firing Modes by 1 sec or 5% (whichever is less)]
Resilient Power Cells II: The secondary attacks on your weaponry are more frequently available for use. [Reduce Cooldown on all Secondary Firing Modes by 3 sec or 15% (whichever is less)]
Resilient Power Cells III: The secondary attacks on your weaponry are more frequently available for use. [Reduce Cooldown on all Secondary Firing Modes by 5 sec or 25% (whichever is less)]
Headshot I: While aiming, you are more capable of striking the enemy where it will hurt them the most. [While Aiming, +2.5% Critical Chance.]
Headshot II: While aiming, you are more capable of striking the enemy where it will hurt them the most. [While Aiming, +5% Critical Chance.]
Braced Crouch: While crouching, your health will regenerate at an increased rate. [While Crouching, +14.9 Hitpoints every 2 seconds. This effect is doubled when not in combat.]
Follow-Through: While sprinting, all melee attacks are increased in effectiveness. This effect lingers for a few seconds after you have finished sprinting. You must be moving to gain this benefit. [While Sprinting, gain +25% Bonus Melee Damage (lingers for 3 sec after Sprinting)]
Wrecking Ball: Executing a tactical Roll will leave a small Spatial Mine Behind. This mine can be used to deal damage to nearby enemies. [Whenever you Roll, leave a Spatial Mine behind. Spatial Mine will detonate to deal 50.7 Kinetic Damage (50% Shield Penetration) if an enemy is nearby, or after 10 sec. Only one Spatial Mine may be active at a time]
Tier 2 (5 Points to complete):
Juggernaut System: The Juggernaut System is a subdermal layer of nanobots that integrate armor subsystems with your body's natural biological processes, allowing your protective gear to act as an extension of your own body. As its most basic settings, the Juggernaut System gets its name from the kinetic enhancements it grants, giving all wearers the ability to easily knock back nearby opponents simply by rushing into them. [Knockback Foes within Melee Range while Sprinting (vs Players, has a 50% chance to only Repel instead of Knockback). Foes affected by this ability may not be affected again by it for 12 sec]
Juggernaut Armor Plating I: By tuning the dermal regeneration and flexibility matrix of your Juggernaut System, you are able to gain additional health and damage resistance from any armor you are wearing. [+10 all Damage Resistance Rating. +10% Maximum Hit Points]
Juggernaut Armor Plating II: By tuning the dermal regeneration and flexibility matrix of your Juggernaut System, you are able to gain additional health and damage resistance from any armor you are wearing. [+20 all Damage Resistance Rating. +20% Maximum Hit Points]
Juggernaut Shielding I: The microscopic power cells of your Juggernaut System nanobots can be fed into your personal shields, allowing for increased resistance and a higher maximum capacity. [+10% Maximum Shield Capacity. Reduces Damage to Shields by 5%]
Juggernaut Shielding II: The microscopic power cells of your Juggernaut System nanobots can be fed into your personal shields, allowing for increased resistance and a higher maximum capacity. [+20% Maximum Shield Capacity. Reduces Damage to Shields by 10%]
Note: Bridge Officers cannot be trained in this Specialization.
While the Constable specialization is active, your main target will become your Antagonist. You gain a significant amount of Armor Penetration to shots fired at your Antagonist. This bonus increases by a small amount for each point spent in the Specialization. (You must have at least 1 point spent in this Specialization to gain this bonus.)
[Marks your target as your Antagonist after 4 seconds: Must be less than 10 Kilometers away in Space. Must be less than 35 meters away on Ground.]
Tier 1 (10 points to complete):
Close the Gap I (S&G): Increased movement speed while facing your Antagonist. [While facing Antagonist: +15% Flight Speed (Space), +15% Run Speed (Ground)]
Close the Gap II (S&G): Increased movement speed while facing your Antagonist. [While facing Antagonist: +30% Flight Speed (Space), +30% Run Speed (Ground)]
Confiscate (S&G): Your weapons gain a chance to remove buffs from your Antagonist. [Your Weapons gain: 5% chance (Space), 10% chance (Ground), to Remove 5 longest duration buffs from Antagonist]
Eye on the Prize I (S&G): Decreases the stealth rating of your Antagonist. [To Antagonist: -15 to -120 Stealth (increases over time)]
Singular Focus (S&G): Increased Damage Resistance Rating to Damage not from your Antagonist. [+30 All Damage Resistance Rating to damage not from Antagonist (Must have an Antagonist for this bonus to apply)]
Subdue I (S&G): Increased effectiveness of Control Effects directed at your Antagonist. [+15% Bonus Control Ability Effectiveness vs Antagonist]
Subdue II (S&G): Increased effectiveness of Control Effects directed at your Antagonist. [+30% Bonus Control Ability Effectiveness vs Antagonist]
Tunnel Vision I (S&G): Increased Control Resistance Rating to Control Effects not from your Antagonist. [+30 Resistance Rating to Control Effects not from Antagonist (Must have an Antagonist for this bonus to apply)]
Tunnel Vision II (S&G): Increased Control Resistance Rating to Control Effects not from your Antagonist. [+60 Resistance Rating to Control Effects not from Antagonist (Must have an Antagonist for this bonus to apply)]
Tier 2 (5 points to complete):
Tear Down (S&G): Increased damage to your Antagonist. [+10% Bonus to All Damage vs Antagonist]
Crackdown (S&G): A portion of hitpoint healing directed at your Antagonist is instead given to you. [To Antagonist: 25% of Hull Healing to Antagonist is applied to you instead (Space). 25% of Hitpoint Healing to Antagonist is applied to you instead (Ground)]
Wear Down (S&G): Decreases the health regeneration rate of your Antagonist. [To Antagonist: -10% to -80% Hull Repair Rate (Space). -10% to -80% Health Regeneration (Ground) (Amount increases over time)]
Within Reach I (S&G): Your weapons gain chance to slow your Antagonist. [(Space) Your Weapons gain: 10% chance. -20% Turn Rate for 15 sec. -20% Impulse Speed for 15 sec). (Ground) Your Weapons gain: -20% Run Speed for 15 sec]
Within Reach II (S&G): Your weapons gain chance to slow your Antagonist. [(Space) Your Weapons gain: 10% chance. -33.3% Turn Rate for 15 sec. -33.3% Impulse Speed for 15 sec). (Ground) Your Weapons gain: -33.3% Run Speed for 15 sec]
"Experts in developing and adapting battlefield plans, Strategists are prized for their ability to react to the conditions of multi-ship combat."
Note: Bridge Officers cannot be trained in this Specialization.
(Space only Skills: 15 points to complete)
While the Strategist specialization is active, you gain a 5% increase to your Maximum Shield Capacity. This bonus increases by a small amount for each point spent in the Specialization. (You must have at least 1 point spent in this Specialization to gain this bonus.)
Tier 1 (10 points to complete):
Logistical Support I: Gain Temporary Hull when healed by Bridge Officer and Captain abilities while Threatening. While not Threatening, gain a Critical Chance buff when healed by Bridge Officer and Captain abilities. [While Threatening: Gain 10% of Incoming Bridge Officer or Captain Hull Healing as Temporary Hull for 10 sec (Stacks up to 10 times). While not Threatening: +1% Crit Chance for 10 sec after Incoming Bridge Officer or Captain Hull Heal]
Logistical Support II: Gain Temporary Hull when healed by Bridge Officer and Captain abilities while Threatening. While not Threatening, gain a Critical Chance buff when healed by Bridge Officer and Captain abilities. [While Threatening: Gain 20% of Incoming Bridge Officer or Captain Hull Healing as Temporary Hull for 10 sec (Stacks up to 10 times). While not Threatening: +2% Crit Chance for 10 sec after Incoming Bridge Officer or Captain Hull Heal]
Logistical Support III: Gain Temporary Hull when healed by Bridge Officer and Captain abilities while Threatening. While not Threatening, gain a Critical Chance buff when healed by Bridge Officer and Captain abilities. [While Threatening: Gain 30% of Incoming Bridge Officer or Captain Hull Healing as Temporary Hull for 10 sec (Stacks up to 10 times). While not Threatening: +3% Crit Chance for 10 sec after Incoming Bridge Officer or Captain Hull Heal]
Show of Force I: Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking Crit Severity buff when you fire a weapon. This can trigger once every 5 seconds. [While Threatening: +10% Incoming Hull Healing. While not Threatening: Firing a weapon gives a +2% Crit Severity for 10 sec (5 stacks max, can gain 1 stack every 5 sec)]
Show of Force II: Gain increased Incoming Healing while Threatening. While not Threatening, gain a stacking Crit Severity buff when you fire a weapon. This can trigger once every 5 seconds. [While Threatening: +20% Incoming Hull Healing. While not Threatening: Firing a weapon gives a +4% Crit Severity for 10 sec (5 stacks max, can gain 1 stack every 5 sec)]
Counter Offensive I: When shot, return a significant amount of damage to your attacker. This can only happen once before going on cooldown. [Once every 30 seconds, when struck by directed energy damage, deal 7,500 Electrical Damage to the target (50% Shield Penetration)]
Counter Offensive II: When shot, return a significant amount of damage to your attacker. This can only happen once before going on cooldown. [Once every 30 seconds, when struck by directed energy damage, deal 10,000 Electrical Damage to the target (50% Shield Penetration)]
Counter Offensive III: When shot, return a significant amount of damage to your attacker. This can only happen once before going on cooldown. [Once every 20 seconds, when struck by directed energy damage, deal 10,000 Electrical Damage to the target (50% Shield Penetration)]
Layered Defense I: Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 60 seconds. [Immune to Torpedo damage once every 60 sec]
Layered Defense II: Gain Immunity to damage from Torpedo impacts. Layered Defense can prevent damage once every 45 seconds. [Immune to Torpedo damage once every 45 sec]
Tier 2 (5 points to complete):
Diversionary Tactics: Diversionary Tactics Taunts foes within firing range into attacking you and increases your threat generation while Threatening. While not Threatening, Diversionary Tactics Placates Foes and reduces your threat generation. This Placate may break on damage. [While Threatening: Taunts Foes within 10km and generate 50% more threat for 10 sec. While not Threatening: Placates Foes within 10km and generates 50% less threat for 10 sec.]
Attrition Warfare I: Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed by Bridge Officer and Captain abilities while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates. [While Threatening: Once every 30 sec, Bridge Officer and Captain Hull Heals reduce Bridge Officer Recharge Time by 10%. While not Threatening: +10% Shield Regeneration, +10% Hull Regeneration Rate.]
Attrition Warfare II: Attrition Warfare reduces the Recharge Time of your Bridge Officers whenever you are healed by Bridge Officer and Captain abilities while Threatening. While not Threatening, Attrition Warfare increases your Hull and Shield Regeneration rates. [While Threatening: Once every 30 sec, Bridge Officer and Captain Hull Heals reduce Bridge Officer Recharge Time by 20%. While not Threatening: +20% Shield Regeneration, +20% Hull Regeneration Rate.]
Maneuver Warfare I: Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes. [While Threatening: Heal 2.5% of your Max Hull per affected Foe over 10 sec (max 5 Foes). While not Threatening: +1.5% Bonus All Damage per affected Foe for 10 sec (max 5 Foes)]
Maneuver Warfare II: Maneuver Warfare adds an additional effect to Diversionary Tactics. When Threatening, it applies a Heal over Time based on the number of foes. When not Threatening, it increases your damage based on the number of foes. [While Threatening: Heal 5% of your Max Hull per affected Foe over 10 sec (max 5 Foes). While not Threatening: +3% Bonus All Damage per affected Foe for 10 sec (max 5 Foes)]
"Leaders and Generals, the Command Officer is trained to improve the effectiveness and coordination of those under their command."
(Space/Ground Skills: 30 points to complete)
"Specializes in finding weaknesses in foes and remaining undetected, while countering the same."
(Space/Ground Skills: 20 points to complete)
"Miracle Workers are the galaxy's best, using their ingenuity and years of experience to come up with creative solutions to abnormal problems and know the real limitations on their equipment."
(Space/Ground Skills: 30 points to complete)
"Pushing the upper limits of starship maneuverability."
(Space only Skills: 30 points to complete)
"Temporal Operatives can carefully manipulate the fabric of reality to turn probability and causality on its head, shifting the tide of battle in their favor."
(Space/Ground Skills: 30 points to complete)
Ship Tokens (Tier II-V)
So you are levelling up and you hit the milestone of level 20 or 30 or 40, etc. What can you get wtith those tokens? And what should you get with them? Well, once you return to your homeworld/base you will be able to speak to a Ship Acquisition officer. The menu should default to the highest rank you have achieved and the ships appropriate for that level. The ships that you can select from, will be marked in the bottom right corner of their visual display with the cost that is listed in terms of the Token (II through V). All the ships will cost 1 Token.
So which ship should you pick? Well like many things in STO, you are free to pick whatever one you wish. However, you might be best served picking a ship that matched best with your Captain's skills and your playstyle. Your Captain has inherent skills that favor a certain type of style and the ship, if in that same style, will enhance those abilities. You can of course switch it up and go against type, but you might be doing yourself a disservice in doing so. Ultimately, you are free to pick whatever ship you like with the token, but playing into your Captain's strength is suggested for best results.
Tier II Tokens
(Level 10- Lieutenant)
Tier III Tokens
(Level 20- Commander)
Tier IV Tokens
(Level 30- Captain)
Tier V Tokens
(Level 40- Rear Admiral, Lower Half)
Federation Captains:
Assault Cruiser (Engineering Captains)
Advanced Escort (Tactical Captains)
Reconnaissance Science Vessel (Science Captains)
Deep Space Science Vessel (Science Captains)
Star Cruiser (Engineering Captains)
Patrol Escort (Tactical Captains)
Klingon Captains:
Romulan Captains:
Jem'Hadar Captains:
None