Hazard

A hazard in Star Trek Online is an area-of-effect left behind by an ability that cause damage or some other effect on a periodic basis, but only if you remain within the affected radius. This is in contrast to a DoT; players and NPCs can move away from hazards, but not DoTs.

Ground hazards
Used by enemies:
 * - Causes small AoE kinetic damage, but also leaves a plasma damage hazard at the point of detonation.
 * - A specialty grenade that partially ignores shields, causing kinetic and cold damage and leaves a freezing hazard.
 * - Increases ally stealth; reduces enemy perception
 * - Creates a fire damage hazard.
 * Research Kit Module - Endothermic Induction Field - Creates a cold damage hazard.
 * - Creates a kinetic damage hazard that knocks those in range toward the center, and causes them to stumble.
 * Mechanic Kit Module - Molten Terrain - Creates a fire damage hazard.
 * from the Na'kuhl Temporal Operative set leaves a toxic damage hazard
 * Aehallh Worm's
 * Bluegill Ravager's - Toxic damage hazard.

Modifers

 * Temporal Flux Conditioning icon.png Trait: Temporal Flux Conditioning - +30 All Damage Resistance for Damage-Over-Time and Hazard effects

Space hazards
In space combat, will shield you from the effects of hazards for its duration. The vast majority of abilities that cause hazards deal damage based on your (EPG) skill, with exceptions noted below.

Note that abilities such as are channeled, and so while they affect enemies within a radius of the target, they are not considered hazards.
 * 's Kolvoord Starburst
 * from the
 * Trait: Delphic Shockwave - Delphic Expanse Anomaly Radiation damage hazard when using
 * from the Tetryon-Plasma Impulse Engines lowers speed and turn rate, and disables cloak. Does not deal damage.
 * 's Enhanced Antichroniton Phase Burst, a 2km radius Tetryon damage hazard
 * Gravimetric Rifts caused by the Gravimetric Photon Torpedo Launcher
 * Particle Emission Plasma Torpedo Launcher - Leaves behind an exotic plasma damage hazard. Torpedo strike uses skill.
 * Protomatter Radiation Hazards are left behind by Tzenkethi NPCs after death.
 * Subspace Ruptures
 * Tachyon Particle Hazard left by Trait: Heavy Tachyon Mine - Shield drain hazard
 * - Initial hit is projectile physical damage, which leaves behind a 3km radius EPG physical damage hazard for 15 seconds that also reduces flight speed and has a chance to hold.
 * Gravimetric Rifts caused by the Gravimetric Photon Torpedo Launcher
 * Particle Emission Plasma Torpedo Launcher - Leaves behind an exotic plasma damage hazard. Torpedo strike uses skill.
 * Protomatter Radiation Hazards are left behind by Tzenkethi NPCs after death.
 * Subspace Ruptures
 * Tachyon Particle Hazard left by Trait: Heavy Tachyon Mine - Shield drain hazard
 * - Initial hit is projectile physical damage, which leaves behind a 3km radius EPG physical damage hazard for 15 seconds that also reduces flight speed and has a chance to hold.
 * Tachyon Particle Hazard left by Trait: Heavy Tachyon Mine - Shield drain hazard
 * - Initial hit is projectile physical damage, which leaves behind a 3km radius EPG physical damage hazard for 15 seconds that also reduces flight speed and has a chance to hold.
 * - Initial hit is projectile physical damage, which leaves behind a 3km radius EPG physical damage hazard for 15 seconds that also reduces flight speed and has a chance to hold.

Modifers

 * Trait: Improved Polarize Hull - Periodically removes Hazard debuffs every 1 sec for 15 sec when using
 * Temporal Defense Initiative Starship Technologies 2-piece set bonus: +25% All Damage for Damage-Over-Time and Hazard effects
 * Temporal Flux Dissipators icon.png Trait: Temporal Flux Dissipators - +30 All Damage Resistance for Damage-Over-Time and Hazard effects