Damage type (space)


 * This article is about damage in Space combat. For damage in Ground combat, see Damage type (ground)

There are three major damage categories in Star Trek Online:
 * Energy damage is the set of the 6 main types of damage dealt by direct fire ranged energy weapons in space, as well as two other less-common types.
 * Kinetic damage is dealt by deployed or self-propelled explosive devices, and also by certain abilities in space.
 * Exotic damage is a category of damage from sources other than weapons, such as from bridge officer abilities or console abilities. Exotic damage can be the same type as non-exotic damage; see its section below for details.

Overview
Damage in Star Trek Online exists in multiple, overlapping categories. The first distinction is the source of the damage:
 * Weapon damage is caused by Ship weapons. All weapon damage is boosted by, which you gain automatically as you level up.
 * Energy damage is a subset of weapon damage, caused by directed energy weapons including all Beams and Cannons. All energy damage is boosted by.
 * Beam damage is a subset of energy damage, caused by Beam Arrays, Dual Beam Banks, and Omni-Directional Beam Arrays. All beam damage is boosted by s and the trait.
 * Cannon damage is a subset of energy damage, caused by Single Cannons, Dual Cannons, Quad Cannons, Dual Heavy Cannons, and Turrets. All cannon damage is boosted by s and the trait.
 * Several abilities and consoles cause non-beam, non-cannon energy damage, such as.
 * Projectile damage is a subset of weapon damage, caused by Torpedo and Mine weapons. All projectile damage is boosted by and the  trait.
 * Torpedo damage is a subset of projectile damage, caused by Torpedo Launchers. All torpedo damage is boosted by s.
 * Mine damage is a subset of projectile damage, caused by Mine Launchers. All mine damage is boosted by.
 * Several abilities and consoles cause non-torpedo, non-mine projectile damage, such as.
 * Exotic damage is that caused by most non-weapon sources, including Bridge Officer abilities, and abilities from set bonuses. All exotic damage is boosted by.

Second, damage can be divided into multiple different attribute modifiers, or types or "elements": Phaser, Disruptor, Plasma, Tetryon, Polaron, Antiproton, Proton, Electrical, Kinetic, Physical, Radiation, Fire, Cold and Psionic. Toxic damage can only be dealt in ground combat at this time.

Damage resistance ratings against a specific type will always reduce damage from that type, regardless of whether the source of that damage is a directed energy weapon, an ability, or even an exotic damage ability.

Third, damage can be divided into activated and attached. And fourthly, damage can be divided into direct damage, DoTs, and hazards.

As a large example, "Plasma" damage can refer to:
 * Plasma weapon damage
 * Plasma energy weapon damage, boosted by s.
 * Plasma beam damage, caused by eg. Plasma Beam Arrays.
 * Plasma cannon damage, caused by eg. Plasma Turrets.
 * Other Plasma energy damage, caused by eg. and.
 * Plasma projectile damage (not to be confused with Kinetic damage caused by plasma projectiles!)
 * Plasma torpedo damage, caused by the proc on a Plasma Torpedo Launchers.
 * Plasma mine damage, caused by the proc on Plasma Mine Launchers.
 * Other Plasma projectile damage, caused eg. by the DoT on
 * Plasma-based exotic damage

Assorted equipment boosts damage of specific categories. Tactical Consoles, Fleet Advanced Tactical Vulnerability Consoles and numerous universal consoles boost damage in various categories. A few examples Console descriptions and tooltips must be read carefully to determine which categories of damage they affect.
 * boosts all weapon damage.
 * boosts all energy weapon damage.
 * boosts all cannon weapon damage.
 * boosts all torpedo weapon damage.
 * boosts all torpedo and mine damage, but not Projectile weapon damage in general.

Additionally, Endeavor Perks provide damage resistances based on type:
 * Damage Resist Alpha: Plasma, Phaser, Proton, Psionic and Cold damage.
 * Damage Resist Beta: Disruptor, Polaron, Physical, Radiation and Fire damage.
 * Damage Resist Gamma: Antiproton, Tetryon, Kinetic, Electric and Toxic damage.

Types
Energy damage is a set of eight damage types&mdash;Phaser, Disruptor, Plasma, Tetryon, Polaron, Antiproton, Proton and Electrical&mdash;that are mostly commonly dealt by directed energy weapons.

Each different energy damage type has a bonus effect, known as a proc. Most weapons come with one of these bonuses, while some rarer weapons may contain multiple, or a special one replacing the standard proc.

Directed Energy Weapons, such as Beams and Cannons, use Energy Damage. Deployable Ship Devices such as Satellite Turrets also deal Energy Damage based on the type of weapon it carries.

There are tactical advantages to using a single energy damage type primarily due to consoles giving a greater bonus by energy type (e.g. phasers) than by weapon type (e.g. beam arrays). However, some players prefer to use a wide variety of damage types in the hopes of scoring multiple proc hits.

Phaser
Phaser damage is displayed as orange in color, or sometimes pale yellow. The Andorian and TOS retro versions are a blue color. The term "phaser" is an acronym for Phased Energy Rectification. A type of particle weapon, phasers damage targets with streams of nadions. Against living targets, this can be set to either lethal or non-lethal effect, depending on the power of the stream. Player-acquired starships for the Federation by default come with Phaser energy weapons.

Proc: 2.5% chance: Disable 1 Subsystem for 5 seconds

Abilities that deal Phaser energy weapon damage:


 * (Federation players w/ special Boarding Party Assault Squad Officer)
 * ( from the Kelvin Timeline Intel Dreadnought Cruiser)
 * ( - Federation Command Battlecruiser)
 * ( from the Paladin Temporal Battlecruiser, exclusive to Temporal Battlecruisers)
 * ( from the Phantom Intel Escort, exclusive to Intel Escorts)
 * (bomb strikes are energy damage, hazard is exotic damage; from the Patrol Escort Refit, exclusive to Patrol Escorts)
 * ( exclusive to the Veteran destroyers in Tactical Mode)
 * (Galaxy Dreadnought Cruiser variants)
 * ( - Federation version)

Note:

Agony Phaser Energy Torpedo Launcher is boosted by Phaser-specific consoles and rather than energy skills.

Disruptor
Disruptors are a type of directed energy used in weapons, and are green or dark green in color. Disruptors cause damage to the target by breaking, or "disrupting", the bonds of atoms. Player-acquired starships for the Klingon Defense Force by default come with Disruptor energy weapons.

Proc: 2.5% chance: -10% Damage Resistance Debuff

Abilities that deal Disruptor energy weapon damage:


 * (Klingon Empire players w/ special Boarding Party Assault Squad Officer)
 * ( - Klingon Command Battlecruiser)
 * ( from the Bortasqu' Tactical Cruiser, exclusive to Bortas variants)
 * ( exclusive to the Veteran destroyers in )
 * (Terran Task Force Starship Technologies 4-piece set bonus)
 * ( from the Mat'Ha Raptor, exclusive to Mat'Ha variants)
 * (Guramba Siege Destroyer variants while in )
 * ( - KDF version)
 * (Cardassian Keldon Cruiser)
 * (Elachi S'golth Escort)
 * Console - Universal - Dynamic Defense Deployment System
 * D.D.D.S. - Photon Mode
 * D.D.D.S. - Tachyon Mode
 * D.D.D.S. - Chroniton Mode

Note:
 * Nausicaan Energy Torpedo Launcher is boosted by Disruptor-specific consoles and rather than energy skills.

Plasma
Plasma energy beams are green/cyan in color. Player-acquired starships for the Romulan Republic by default come with Plasma energy weapons.

Proc: 2.5% chance: Applies a non-stacking DoT

Note that Plasma-based Energy Damage is separate from both Plasma-based Projectile Damage and Plasma-based Exotic Damage.

Abilities that deal Plasma energy weapon damage:


 * (Romulan Republic players w/ special Boarding Party Assault Squad Officer)
 * ( - Romulan Command Warbird Battlecruiser)
 * ( from the Ar'Kif Tactical Carrier Warbird Retrofit, usable while in on any Ar'Kif variant carrier warbird)
 * ( exclusive to the Faeht Intel Warbird)
 * ( from the Na'kuhl Tadaari Raider, exclusive to Na'kuhl starships)
 * (Romulan Singularity Harness 3 Piece)
 * ( exclusive to the Veteran warbird destroyers in )
 * (Kara Advanced Warbird variants)
 * (, usable on any ship)

Note:


 * Plasmatic Biomatter Torpedo Launcher is boosted by Plasma-specific consoles and rather than energy skills.

Tetryon
Tetryon energy beams are blue in color. Tetryons are subatomic particles that exist outside of normal space. When brought into normal space from subspace (artificially or naturally) they become highly unstable.

Proc: 2.5% chance: additional damage to all shield facings

Player abilities that deal Tetryon energy weapon damage:


 * (Krenim Temporal Manipulation 3-piece set bonus)


 * ( console)
 * (Nukara Strikeforce Reputation Tier 5 trait)
 * (Apex Predator 3-piece set bonus)
 * (Nukara Strikeforce Technologies 3-piece set bonus)

Note:
 * Advanced Diffusive Tetryon Torpedo Launcher is boosted by Tetryon-specific consoles and rather than energy skills.

Polaron
Polaron are pink/purple in color. These weapons were heavily utilized by the Jem'Hadar during the. Some Jem'Hadar Polaron ground weaponry can have bonus effects based on the Nanoenergy cell used.

Proc: 2.5% chance: -25 power to all Subsystems

Player abilities that deal Polaron energy weapon damage:
 * (Dominion players w/ special Boarding Party Assault Squad Officer)


 * is boosted by Polaron-specific consoles and Projectile Weapon Training rather than energy skills.
 * is an NPC-exclusive Polaron damage ability.

Note:


 * Morphogenic Polaron Energy Torpedo Launcher is boosted by Polaron-specific consoles and rather than energy skills.

Antiproton
Antiprotons, when confined into a beam, are normally crimson with a black void border. Up close, the energy looks a lot more unstable, similar to Plasma and Tetryon energy. Undine antiproton weapons are pale yellow in color.

Proc: +20% Critical Severity

Abilities that deal Antiproton energy weapon Damage:


 * (Krenim Annorax Science Dreadnought)
 * / (Khitomer Alliance Battlecruiser)
 * (Temer Alliance Raider)

Note:
 * Crystalline Energy Torpedo Launcher is boosted by Antiproton-specific consoles and Projectile Weapon Training rather than energy skills.

Proton
Protons, are whitish-blue in color. This rare and experimental weapon type fires a concentrated stream of proton particles at its target dealing moderate damage over time. This weapon is equally effective against starship shields and hull. Should a Proton Weapon land a critical hit, it has a 50/50 chance of dealing additional proton damage that completely bypasses the target's shields.

Proc: 50% chance: on critical: Additional Proton Damage (Ignores Shields)

No NPCs currently use Proton damage against the player. See the Proton-based exotic damage section below for player-usable exotic Proton sources. As for non-exotic sources:

Proton weapon damage, boosted by, includes:


 * Proton energy damage, boosted by, includes:
 * Protonic Polaron space weapons from the Dyson Joint Command Reputation Store
 * and abilities from the Solanae Advanced Technologies set
 * , a starship trait
 * Proton projectile damage, boosted by, includes:
 * , a universal console ability
 * Proton projectile damage, boosted by, includes:
 * , a universal console ability

Lastly, these abilities deal Proton damage that scales with your Auxiliary Power, but isn't classified as weapon or exotic damage:
 * , an ability from the Dyson Joint Command Technologies three-piece set bonus

Things that affect non-exotic Proton damage:
 * Proton damage from any source is boosted by s and the   from the Dyson Reputation System.
 * The two-piece set bonus from the Solanae Advanced Technologies set also boosts Proton weapon damage (including ), but not the damage caused by, , or.
 * Proton resistance is provided by s, while using the   will give -400 Proton damage resistance, much like the Ophidian Cane on the ground. Since Proton is a form of energy damage, the most common protection against it is in the form of All Energy Damage resistance or All Damage resistance ratings, such as from .  does not affect your Proton damage resistance.

Finally, damage reflected by the skill is dealt as Proton damage, though it cannot be boosted by any means. It is simply 20% of the reflected critical hit's damage.

Electrical
Some weapons and abilities fire a stream of electricity at their target. There is not yet a consistent proc associated with Electrical damage, and indeed, the majority of it is dealt as Electrical-based Exotic Damage.

Electrical energy damage, boosted by, include:
 * , an Experimental Weapon
 * , another Experimental Weapon

Protection against Electrical damage: Currently the only protection available is via All Energy Damage Resistance and All Energy Resistance ratings. No items provide specific electrical damage resistance. The Electrical self-damage caused by cannot be resisted.

FeedbackPulse
FeedbackPulse is an ability that is used to reflect Incoming damage. Below are various forms of Feedback abilities; they deal the same type of damage they are reflecting (unless otherwise specified). Feedback abilites Cannot Critically Hit:

abilities:


 * Nukara Crystalline Resilient Shields 1% Chance for 140% Reflect (+50% Shield Pen)
 * Solanae Resilient Shield Array 1% Chance for 33% Reflect
 * Terran Task Force Covariant Shield Array 2.5% Chance for 33% Reflect (Disruptor)
 * Ability: Distributed Targeting 15% -30% Reflect
 * Ability: Feedback Pulse 50- 100% Reflect (+50% Shield Pen)
 * Ability: Haywire 5% Chance for 50% Reflect (Pre-Resist +100% Shield Pen)
 * Specialization: Strategist skill: Counter-Offensive 10k Electrical damage (+50% Shield Pen)
 * Polarize Hull Doff variant 2%-5% Chance for 10% to 50% Reflect (+50% Shield Pen)
 * Trait: Nanoprobe Feedback 10% Chance for 125% Reflect (Rank 2)
 * Console - Universal - Advanced Engagement System
 * Console - Universal - Multidimensional Wave-Function Analysis Module 100%- 600% Reflect (+50% Shield Pen, Kinetic only)* Due to Aux and Epg Scaling
 * Console - Universal - Rebounding Resonant Frequencies (up to) 125% Reflect (+50% Shield Pen) * Due to Aux and Epg Scaling
 * 10% to 50% Reflect (Pre-Resist,+50% Shield Pen, Disruptor)

Protection against energy damage
In space, Ship Shields, Engineering Consoles and the Starship Hull Plating Commander rank skill provide resistance against Energy Damage.

Ship Shields may come with one or more damage resistance modifiers, each giving 20% resistance against the damage type indicated by the suffix(es) in the item name: [Pha], [Dis], [Pla], [Pol], [Tet], [Ap].

3 types of Armor Consoles provide resistance against all, or a specific subset of Energy Damage: There are also specialty Engineering consoles, such as s which provide the same effect, but at a smaller magnitude.
 * Platings provide high resistance against 2 energy damage types
 * Armors provide moderate resistance against 4 energy damage types
 * Alloys provide low resistance against all damage types, including non-energy damage

These personal space traits will also provide some energy damage resistance:
 * - +10% resistance to Phaser, Disruptor and Plasma damage.
 * - +10% resistance to Tetryon, Polaron and Antiproton damage.

Energy types by faction & armor recommendations
The various Factions deal damage types specific to them both in space and ground combat. Since defensive equipment may provide resistance against only a subset of all damage types, knowing in advance what damage to expect from a given foe and using the right equipment to counter it can increase the chances of survival.



Kinetic damage
Kinetic damage is dealt by explosive devices of various kinds, including torpedoes launched from Torpedo Launchers and deployable Torpedo Platforms, and Mines deployed from Mine Launchers, as well as various spatial anomalies caused by certain abilities. In addition to the Kinetic Damage, projectile weapons often have secondary effects, in some cases dealing additional Energy Damage or Exotic Damage to the target in a single hit or as a DoT or AoE.

The following Experimental Weapons deal Kinetic Damage:
 * Experimental Dual Warhead Launchers
 * Experimental Flak Shot Artillery
 * Experimental Protomatter-Laced Sheller (50% Kinetic, 50% Radiation)
 * Experimental Railgun (has matching console)
 * Slamshot Magnetic Artillery

There are currently two ways to boost Kinetic damage directly, which would apply to all Kinetic Damage projectiles as well as any Kinetic Exotic Damage:
 * Console - Universal - Deconstructive Resonance Emitter
 * Gamma Team Synergies 3-piece set bonus.

Otherwise, boosting Kinetic damage would require using Tactical Consoles to boost the output of specific projectile weapons, or increasing your skill for Kinetic Exotic Damage.

Engineering Consoles and the skill provide resistance against Kinetic Damage. 2 types of Armor Consoles provide resistance against Kinetic Damage:
 * Monotanium Alloy provides good resistance against Kinetic Damage but no resistance against any Energy Damage
 * Neutronium Alloy provides medium resistance against Kinetic Damage and medium resistance against all Energy Damage. This is very useful when you don't know what energy damage types you will be facing.
 * The other Alloy types provide low resistance against Kinetic Damage, but also provide low resistance against all 6 Energy Damage types.

The personal space trait provides +10% resistance to Kinetic and Physical damage.

Torpedo
Torpedoes are self-propelled, target tracking explosive devices (basically, homing missiles) delivering Kinetic Damage to the target, and depending on type applying other harmful effects.

There are several types of Torpedoes, which may vary in damage potential, flight speed, launch time, applicable modifiers and additional effects over the base Kinetic Damage, but regardless of type, all of them deal Kinetic Damage.

Torpedo types by faction & recommendations
All the torpedo types below deal Kinetic damage, so refer to the above section on how to protect your ship against that. Otherwise, one must keep in mind the different attributes the torpedoes have: 
 * Photon torpedoes can fire more frequently than any others
 * Quantum torpedoes do more damage per volley than photons
 * Plasma torpedoes do less damage per volley than photons, but leave behind a plasma burn DoT; consider running to cleanse it. High Yield Plasma torpedoes are destructible (excluding 23rd century ones); Consider, , , or a  to counter them.
 * Transphasic torpedoes will partially bypass your shields
 * Chroniton torpedoes can reduce your flight speed and turn rate
 * Tricobalt devices will temporarily disable you, but are always destructible.

Mine
Mines are stationary, proximity activated target tracking explosive devices delivering Kinetic Damage to the target, and depending on type applying other harmful effects. The main difference between Mines and Torpedoes is that while Torpedoes actively pursue the designated target from the moment of launch, Mines sit still until a hostile ship comes within 4km proximity, then they pursue the target and detonate on impact.

Mines come in the same types as Torpedoes, with the same effects in addition to the Kinetic Damage they all deal.

Other damage types
The following damage types are not considered Energy or belong to any other category. They may act as Exotic damage depending on the source of the damage.

Fire
Previously only available in ground combat, there are now several sources of Fire damage in space: Aside from that, one must rely on All Damage boosts to increase your fire damage in space.
 * increases Fire damage.
 * Phlogiston Projector is an Experimental Weapon that deals Fire damage in space.
 * , found on the universal console, deals shield-ignoring exotic Fire damage. The console itself also boosts fire damage.
 * , found on the universal console, deals shield-ignoring exotic Fire damage. The console itself also boosts fire damage.
 * , found on the  universal console, deals shield-ignoring exotic Fire damage. The console itself also boosts fire damage.
 * , a starship trait, deals exotic Fire damage.
 * , a starship trait, deals exotic Fire damage.
 * , a starship trait, deals exotic Fire damage.

Cold
Another damage type previously only available in ground combat, the is an Starship Trait that deals Cold damage to self in space. The only way to boost Cold damage in space directly is with:
 * Console - Universal - Parasitic Ice Containment Vessel

All other means must rely on All Damage boosts.

Psionic
Yet another damage type previously only available in ground combat, Psionic damage can now be dealt by Console - Universal - Rebounding Resonant Frequencies. This is a damage reflection ability, so the damage cannot be boosted or critically hit, but it nevertheless deals Psionic damage to the enemy.

Radiation
In space, much like Plasma and Proton damage, Radiation comes in both Exotic and non-Exotic types. Only Exotic Radiation is boosted by s. Specific Radiation Damage resistance in space can be found on: Other Radiation-related factors:
 * , equipable on Tzenkethi starships
 * at quality
 * Enhanced Hull Plating, a Starship Mastery passive found on Cruisers, Battle Cruisers, Dreadnought Cruisers, Warbird Battlecruisers, Flight-Deck Cruisers, and Engineering Carriers.
 * at quality
 * Enhanced Hull Plating, a Starship Mastery passive found on Cruisers, Battle Cruisers, Dreadnought Cruisers, Warbird Battlecruisers, Flight-Deck Cruisers, and Engineering Carriers.
 * , a space trait that repairs hull and removes Damage-over-time effects when receiving Radiation damage

Non-Exotic Radiation sources
Weaponry:
 * Advanced Radiant Quantum Torpedo Launcher
 * Alliance Hypercannon, an Experimental Weapon
 * Experimental Protomatter-Laced Sheller, another Experimental Weapon
 * Hargh'peng Torpedo Launcher
 * Soliton Wave Impeller *Proc
 * Trilithium Tricobalt Torpedo Launcher
 * The 8472 Counter-Command Reputation System:
 * Bio-Molecular Phaser and Disruptor weapons from the 8472 Counter-Command Reputation Store
 * Heavy Bio-Molecular Phaser, Disruptor, Plasma or Tetryon Turrets from the Counter-Command Ordnance set
 * Enhanced Bio-Molecular Photon Torpedo Launcher from the same set
 * the set bonuses from the same set, which increase Bio-Molecular proc chances
 * The Delta Alliance Reputation System:
 * Thoron-Infused Polaron weapons from the Delta Alliance Reputation Store
 * Advanced Thoron Infused Polaron or Antiproton Beam Array and Advanced Thoron Infused Polaron or Antiproton Dual Heavy Cannons from the Delta Alliance Ordnance set
 * Neutronic Torpedo Launcher the same set
 * The Terran Task Force Reputation System:
 * Withering Disruptor weapons from the Terran Task Force Reputation Store
 * Terran Task Force Disruptor or Phaser Beam Array and Terran Task Force Disruptor or Phaser Dual Heavy Cannons from the Terran Task Force Munitions set
 * Terran Task Force Photon Torpedo Launcher from the same set
 * Tzenkethi Resolve Set weapons:
 * Advanced Diffusive Tetryon Dual Beam Bank
 * Advanced Diffusive Tetryon Dual Heavy Cannons
 * Advanced Diffusive Tetryon Torpedo Launcher

Other:
 * , a universal console ability. Scales only with auxiliary power.
 * , a Tactical bridge officer ability
 * , a universal console ability from the Experimental Weaponry Set.
 * , a universal console ability exclusive to Tzenkethi starships
 * , a passive reputation space trait
 * , a starship trait
 * , a starship trait from the Tzenkethi Tzen-tar Dreadnought Carrier. Radiation damage, chance of Radiation hazard.
 * , a starship trait from the Tzenkethi Tzen-tar Dreadnought Carrier. Radiation damage, chance of Radiation hazard.

Non-Exotic Radiation damage is boosted by the  and the two-piece set bonus from the Delta Alliance Ordnance set, which also boost Exotic Radiation damage.

Exotic damage
A specialty "catch all" term used to describe damage caused by certain non-weapon (i.e not caused by Beams, Cannons, Torpedoes or Mines) consoles/abilities or damage-causing Science bridge officer abilities. These are abilities boosted by skill, and their potency affected by the ship's Auxiliary power level. A common feature of Exotic damage is (though not always) 50% - 100% shield penetrating Kinetic Damage. However, this form of non-weapon damage can be seen in Electrical as well as Physical and Proton damage in space.

These damage types may be inflicted by explosives or abilities during ground combat, or certain player of Bridge Officer abilities during space combat.

Physical
In space, the Kar'Fi Battleships of the Fek'Ihri Horde launch Tortured Souls that do Physical damage, the Crystalline Entity spawns fragments which do Physical damage, and The Sphere Builders utilize Temporal abilities dealing Physical damage, making these the exceptions to the "only in ground combat" norm for this type of damage from NPCs. Most forms of Physical Damage are Shield Ignoring

Player-usable sources of Physical Damage in space combat are:
 * , a space reputation trait
 * , a universal console ability from the 31st Century Temporal Technologies Set
 * , a Science Bridge officer ability
 * Temporal Operative _t1 Entropic Rider_icon.png Entropic Rider and Temporal Operative _t2 Decaying Rebuke icon.png Decaying Rebuke I & II from the Temporal Operative skill tree
 * from the Synergistic Retrofitting Set
 * Molecular_Deconstruction_Beam_icon.png Molecular Deconstruction Beam on Temporal starships
 * , a universal console ability
 * , a universal console ability
 * , an Engineering Bridge officer ability
 * , a universal console ability
 * , a universal console ability
 * , the 4-piece set bonus ability from the Temporal Defense Initiative Starship Technologies set
 * , a Physical DoT, from the Gemini Temporal Cruiser universal console.
 * , a universal console ability (initial damage boosted by Projectile Weapon Damage, hazard boosted by EPG)
 * , a universal console ability
 * , a starship trait from the Tholian Tarantula Dreadnought Cruiser
 * , a starship trait from the Son'a Intel Battlecruiser
 * Weapons
 * Nukara Web Mine Launcher
 * Fluidic Antiproton Weapons (Weapon Proc Boosted by EPG)
 * Weapons from the Preserver Resonant Technologies Set (Weapon Proc)
 * Voice of the Prophets, an Experimental Weapon
 * Numerous Temporal Operative Bridge officer abilities:

Source of Physical damage resistance in space:
 * Alternate Timeline Set 3-piece set bonus
 * , equipable on Tzenkethi starships
 * Console - Science - Temporally Shielded Datacore
 * personal space trait

Note: Damage dealt by any kind of explosion is Kinetic Damage and thus reduced by Kinetic Resistance, and NOT by Physical Resistance.

Phaser-based

 * (hazards)

Disruptor-based

 * The on the  Subatomic Deflector Array, also used by the Aeon and Rozhenko Carrier Pets from the Paradox's hangar bay.

Plasma-based
A few abilities are classified as "Plasma-based Exotic Damage", and boosted by both Exotic Particle Generators and Plasma-Generating Threat-Scaling Science Consoles. They include: Notes:
 * 's Kolvoord Starburst
 * (puddles)
 * EPS Corruption, the Engineering Ultimate ability
 * Particle Emission Plasma Torpedo Launcher - Plasma Cloud
 * EPS Corruption, the Engineering Ultimate ability
 * Particle Emission Plasma Torpedo Launcher - Plasma Cloud
 * Particle Emission Plasma Torpedo Launcher - Plasma Cloud
 * Particle Emission Plasma Torpedo Launcher - Plasma Cloud
 * Particle Emission Plasma Torpedo Launcher - Plasma Cloud
 * Particle Emission Plasma Torpedo Launcher - Plasma Cloud
 * Particle Emission Plasma Torpedo Launcher - Plasma Cloud
 * the Plasma Explosions caused by the aforementioned Plasma-Generating consoles are not "Plasma-based Exotic Damage" and do not benefit from Exotic Particle Generators
 * from the Tetryon-Plasma Impulse Engines does not deal damage.

Proton-based
In space, Proton exotic damage is boosted by the skill instead of weapon skills as usual, and is still also boosted by things that specifically boost Proton damage. As Proton is a form of Energy damage, it will also be boosted by and resisted by All Energy Damage [resistance] sources. There are currently three sources of exotic Proton damage:
 * , both colliding with the edge or being inside one when it collapses.
 * , both colliding with the edge or being inside one when it collapses.
 * , both colliding with the edge or being inside one when it collapses.

Electrical-based
Despite being a type of energy damage, the majority of Electrical damage-dealing abilities are classified as exotic damage. For the purposes of damage resistance/immunity, Electrical is nevertheless considered to be a form of energy damage. Sources of Electrical damage on the include:
 * Bridge Officer abilities:
 * (Intel)
 * Universal console abilities:
 * from the Hypercooled Technology Set, usable on Breen starships.
 * from the Husnock Warship (900), usable on the Husnock Warship and Miradorn Theta Class Heavy Raider. Part of a 2-piece set that improves its own electrical damage.
 * from the Tal Shiar Adapted Borg Technology Set, usable on Tal Shiar starships.
 * from the Enhanced Weapon Systems Efficiency set, usable on Mogai Heavy Warbird variants.
 * from the Vor'Kang Battle Cruiser / Temporal Lock Box
 * from the Alliance Multi-Mission Systems Set, usable on Multi-Mission Explorers.
 * from the Law and Order set
 * from the Somerville Intel Science Vessel or Batlh Intel Science Vessel
 * on the Tier 6 Dreadnought Cruiser / Kolasi Siege Destroyer / Kara Advanced Warbird
 * from the Dhelan Warbird Retrofit / Xindi-Amphibious Lock Box
 * from the Son'a Lock Box
 * Other sources:
 * Science_Skill_4_R1.png from the Science skill tree
 * , a starship trait from the D9 Dreadnought Battlecruiser / Undiscovered Lock Box
 * Spec strategist t1 Counter-Offensive icon.png Counter-Offensive, a Strategist Specialization
 * a starship trait from the Somerville Intel Science Vessel or Batlh Intel Science Vessel
 * a starship trait from the Risian Weather Control Vessel

Radiation-based

 * Bridge Officer abilities:
 * (Engineering)
 * (Engineering)
 * Universal console abilities:
 * from the Herald Tactics set
 * from the Alliance Multi-Mission Systems Set
 * from the Exotic Particle Generators set
 * from the Son'a Technology Set
 * from the Flagship Technologies Console Set
 * Set bonuses:
 * Certain abilities with the Tal Shiar Adapted Borg Technology Set 3-piece set bonus,
 * and, the Fluidic Counter Assault set 3-piece and 4-piece set bonuses, respectively.
 * , the Herald Tactics set 3-piece set bonus
 * , the Advanced Scimitar Systems set 3-piece set bonus
 * Other sources:
 * Using with a Charged Particle Burst Gravimetric Scientist duty officer on active space duty.
 * , a starship trait from the Son'a Collector Science Dreadnought
 * , an innate ability on the above dreadnought
 * , a passive radiation damage aura found on Son'a Assault Fighters.
 * , an innate ability on the 26th century Temporal Heavy Dreadnoughts
 * , a starship trait
 * , a starship trait
 * the radiation damage from Deteriorating and  Inhibiting Secondary Deflectors
 * , a starship trait
 * the radiation damage from Deteriorating and  Inhibiting Secondary Deflectors