|This page should be updated due to game changes. Reason: No longer suspect when exiting L4/L5|
Abyssal Deadspace is an area of isolated space. It was added to the game in the Into The Abyss expansion that went live on May 29th 2018. It was further expanded in the Onslaught expansion that was released on the 13th November 2018.
It is accessible only with the use of filaments and even then only limited pockets are accessible for a limited time. The abyssal deadspace is filled with dangerous localized space effects and any ship that ventures away from the stable pocket or stays in for too long will be destroyed by these effects.
A new type of space can be accessed using filaments obtained from data sites and from abyssal deadspace. Five tiers of increasing difficulty exists. The Abyss is limited to a single Tech I, Tech II, Navy Faction or Pirate Faction cruiser and is accessed by activating a filament in space. Activation can be anywhere in space, but it needs to be out of range of Gates, Stations and mobile depots by 100 km. When activated, a combat-probable beacon is created at your entry location that allows others to await your return from the pocket.
An Abyssal Deadspace instance is composed of three pockets. Each pocket must be cleared of enemies for a gate to open to the next pocket. In addition to Triglavians, you may find rogue drones under their command. Drifters (without doomsday and rarely with overshield) may appear as well, accompanied by sleeper drones, engaged in combat with the Triglavians. However, no one will help you. You must fight your way out.
Within the Abyss, in each pocket is a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and contains some of the loot for that pocket. There are also "Triglavian Extraction Nodes" which also contain loot.
The deadspace instance is stable for only 20 minutes. If you are still in the pocket after 20 minutes your ship and your pod will be immediately destroyed. Essentially, you must clear the three pockets and exit with the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space you activated the filament from.
Further site restrictions: you can not be warped to within the Abyss, nor can you warp out of it. You can not cloak nor deploy a mobile depot. There is no local. Core Probes and Combat probes launched will be removed from space shortly after launching and cannot be recovered. The Directional Scanner will not work. The map does not work. At the present moment, if a player is in Abyssal Deadspace when server downtime occurs, the player will still return to the Abyssal system, however the complex will have de-spawned and the player will be stuck in empty void space: the only way out is to self destruct.
- There are 5 tiers of Abyssal Deadspace combat sites.
- There are 5 different types of weather effects in the sites, each with their own site bonus and weakness.
- The NPCs you face inside the Abyssal Deadspace are random.
- Once you enter an Abyssal Deadspace, a 20 minute timer begins. If the site is not completed within that timelimit, you lose your ship and pod.
- Loot is only found in the Triglavian Bioadaptive Cache, not on NPCs.
- With the Onslaught expansion PvP rooms was included in the Abyssal Deadspace, these rooms has special rewards.
- The Onslaught expansion also released 3 player co-op frigate Abyssal Deadspace pockets.
|WARNING: Any ship and capsule should be considered lost the moment a player enters Abyssal Deadspace. The atmosphere is rather unforgiving to inexperienced, ill-equipped or unfamiliar pilots. If your ship is lost inside the site, you will lose your capsule, clone, and implants (if equipped) as well. Do not run Abyssal Deadspace complexes with a ship or with implants that you cannot afford to lose.|
Abyssal deadspace has several enviromental effects that will all apply to both the player ship and to the NPC ships. These effects will neutralize unprepared ships but they can also be taken advantage of. All effects applied to your ship will be shown in same location as EWAR effects. Hover your mouse over the icon to see what effect is applied to your ship.
Each Abyssal Deadspace instance will have a weather effect that spans over all three pockets of the instance. Five types of environmental weather effects exist affecting both player and NPCs. The type is identified on the info of the filament and can be countered if desired by fitting choices. The name of the filament itself gives clues as to what tier and difficulty it is. A Raging Exotic Filament means that it is a Class 4 site with Exotic Particle Storm effect. A Fierce Dark Filament is a Class 3 site with Dark Matter Field effect.
The bonus modifier of the weather is always 50% but the strength of the penalty varies by the level of the instance.
|Level||Filament Name||Filament Appearance||Penalty Amount|
|5||Chaotic||-50% or -70%|
The level of the filament can also be identified by the number of glowing stripes on the icon.
The five Abyss-wide environmental effects are outlined in this table below:
When selecting ship you must consider the weather effect of the instance you are entering. For example using a turret ship or drone boat in dark matter field (range penalty) is very bad idea as you would likely not be able to hit anything.
The weather bonuses and penalties apply to all entities within the abyssal deadspace. This includes your ship, rats, missiles and drones. The enviromental effects are stacking penalized.
As the resist penalty will apply to the rats too you should pick your damage type to match the resist weakness. How negative resist bonus is applied to a ship may seem confusing. The easiest way to think of it is that a -50% resist penalty means the ship will take 50% more damage. For more in depth explanation see negative resists on tanking page.
The pockets will also contain clouds and Triglavian towers that will apply effects to player and NPC ships in their immediate vicinity.
Localized Clouds: Filament Cloud (orange): Penalty to Shield Booster boosting (-40%) and penalty to shield booster duration (+40%). If you have active shield tank you must avoid entering these.
- Bioluminescence Cloud (light blue): +300% Signature Radius (4.0x signature radius multiplier). Entering this cloud will make your ship easier target to hit but it will also make all rats easier to hit.
- Caustic Cloud (yellow): Penalty to local and remote Armor Repair (-80%). If you are armor tanked, you will want to avoid these.
Triglavian Towers: Deviant Automata Suppressor: Damages all missiles and drones within it area of effect. The larger does about the same damage to drones as a single medium smartbomb. Flying into the range of this Suppressor can help you take out pirate drones.
- Short-Range Deviant Suppressor will attack all drones, missiles and rogue drone frigates within 15 KM
- Medium-Range Deviant Suppressor will attack all drones, missiles, and rogue drone frigates within 40 KM
Multibody Tracking Pylon: +60% or +80% tracking to all ships in its are of effect.
The Abyssal Deadspace contains variety of different kind of rats. Each rat will behave differently and taking the right approach in different situations is important.
Rogue Drones are perhaps the most common enemy type encountered in Abyssal Deadspace. The sub battleship drones deal single damage type EWAR based on their name. The battlecruiser sized rogue drones are notable for having very high damage combined with very short range and incredible tracking, they will easily be able to track and hit medium drones that are attacking them. If you can keep them at over 10 km from your ship they will deal very little damage.
It is best to start out by killing EWAR ships that pose threat to your ship, meaning webbers, tracking and missile disruptors if your ship uses those weapons and target painters if the pocket has battleship. You should also keep eyes on the logistic drones. If you can't kill other frigates before repairs land you will need to kill the logistic drones first. After the dangerous EWAR and logistic drones are dead you can focus on the damage dealers in your preferred order.
The rogue drone frigates are suspectible to automata supressors. Multibody tracking pylons and bioluminescent clouds will also help greatly when trying to hit small frigate swarms.
Some of the Rogue Drone battleships have defensive webs making it difficult to get into sub 10 km orbit.
Drifters and Seekers
Drifter ships most often start with damaged shields and armor. The battleship deals heavy damage but a cruiser can get under its guns to avoid taking hits. The drifter cruisers all use some form of EWAR in addition to dealing damage.
|Lancer||Generic Damage Dealer|
|Confuser||Turret and Missile Disruption|
Every Sleeper drone is equipped with remote repairers so it is best to kill smaller ships first as they die before repairs land. In addition to dps they will also use webs and energy neutralizer.
|Sleeper Drone Frigates|
|Escort||Generic Damage Dealer|
|Aegis||Higher Damage Dealer|
|Preserver||Strong remote repairs|
|Sleeper Drone Cruisers|
|Watchman||Generic Damage Dealer|
|Sleeper Drone Battleship|
Triglavian ships can appear in any pocket and regardless of size will have remote armor repair capability along side their unique Entropic Desintegrator weapon system. Their weapons deal Explosive and Thermal damage, and their dps can be very high. They will also use drones as supplemental weapon system. All Triglavian ships will also use remote repairs.
|Striking||Generic Damage Dealer|
|Renewing||Strong remote repairs|
|Ghosting||Turret and Missile Disruption|
Best damage to deal
The Abyssal Deadspace resist penalties apply to both the player ship and to the rats inside Abyssal Deadspace. Due to how resist penalties are calculated this means that damage matching with the penalized resist will effectively receive damage bonus equal to the resist penalty (smaller damage increase if the target has too low resist). So in general you should select your damage to match the weather. But sometimes the natural resist hole of the rat is equal or even greater than the resist hole caused by the weather. In level 1-3 electric storm pockets the weather induced resist hole is equal to explosive resist hole. In all other pockets the weather induced weakness is greater.
Drifter ships, seeker drones and sleepers have uniform resists.
|Damage to deal to Triglavian ships|
The rogue drone ships have wildy varying resists. Generally the weather induced weakness is the greatest resist hole to hit. Hitting natural resist hole of the battleship drone deals approximately 10%-20% more damage than not hitting any weakness. Rogue drone battleship weaknesses are:
Abyssal Deadspace proving grounds (PvP)
When all pockets are cleared in a filament of at least a Fierce (Tier 3) level, you have the option to enter a Proving Ground arena that will pit you against another player in PvP combat. Those not wanting to PvP can enter, instead, the normal Triglavain Origin Conduit to enter the abyssal site.
Absyssal Deadspace Co-op for frigate fleets
Co-op frigate Abyssal Deadspace can be run by a group of up to 3 T1/T2 frigates. This requires three of the appropriate filaments of the same type the fleet desires to run, which all need to be in a single ship's cargo hold. The pilot can then activate a fleet abyssal site by right clicking on the stack of filaments selecting and then selecting "Activate For Fleet" in the window that pops up. Once activated an acceleration gate will appear in space and each member of the fleet (up to three T1/T2 frigates) can each activate the gate and enter the deadspace pocket to run the sites as described above.
Abyssal Deadspace from the outside
When you enter the Abyssal Deadspace, you will be removed from local and from directional scanner. You cannot see who is in the system outside the deadspace, and they cannot see who is inside or in what ship. But that does not mean you are safe. Once the filament has been used, a rift appears that can be combat scanned by anyone in the system and can be warped to. It also appears on the directional scanner of anyone who has not filtered it out. This makes it easy for people to camp the exit and shoot whoever comes out.
This means that you have to consider where you use the filament, especially in low security and null security space. But even in high-security space you are not safe. Anyone who enters a Tier 4 or 5 Abyssal Deadspace will be flagged as suspects once they leave the site, and anyone are free to shoot them. Tier 1 to 3 does not trigger the suspect timer.
You will be invulnerable for a short time, so be patient if you leave the rift and find yourself being camped. A survival tactic could be to quickly activate a new filament - especially a tier 1-3 filament that you run in order to run down a suspect timer in hisec - but beware, many players have now got wise to this and will anchor a mobile depot which will prevent you activating another filament.
The Abyssal Deadspace is dangerous but the rewards can make it worth for those who can complete the pockets. The abyssal space is the only source for many valuable items and materials, which are found in the Triglavian Cache:
- Mutaplasmids that can be used to change the stats of certain modules.
- Triglavian ship blueprint copies.
- Entropic disintegrators blueprint copies. Weapons only usable by the Triglavian ships.
- Blueprint copies of ammunition for Entropic Disintegrators.
- Triglavian ship and module skill books.
- Blueprint copies of Entropic Radiation Sinks. The weapon upgrade module for Entropic disintegrators.
- Meta alternatives to Radiation Sinks and Entropic disintegrators
- Blue loot that can be sold to NPCs for ISK.
- Triglavian Survey Database
- You can also find additional filaments in Abyssal Deadspace allowing you to go in again to acquire more items.
- This is how higher tier filaments are acquired.
Note: The rewards are only found in the Triglavian Cache and Extraction Nodes, not on NPCs.