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Abyssal Deadspace: Difference between revisions

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{{Triglavian links}}
{{Abyssal Deadspace links}}
'''Abyssal Deadspace''' is a mysterious area of isolated space which players can enter to try to complete time-limited PvE combat challenges in order to obtain lucrative rewards.   
'''Abyssal Deadspace''' is a mysterious area of isolated space which players can enter to try to complete time-limited PvE combat challenges in order to obtain lucrative rewards.   


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== Abyssal mechanics ==
== Abyssal mechanics ==
Running Abyssals can be fun and profitable, but it is ''very'' important that pilots grasp the core mechanics involved, as--unlike most PvE combat in Eve--failure means the certain loss of both ship and pod.
Running Abyssals can be fun and profitable, but it is ''very'' important that pilots grasp the core mechanics involved, as--unlike most PvE combat in EVE--failure means the certain loss of both ship and pod.


=== Entry ===
=== Entry ===
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* A single Tech 1, Tech 2, Navy Faction or Pirate Faction cruiser; [[Strategic Cruisers|T3 Strategic Cruisers]] cannot enter  
* A single Tech 1, Tech 2, Navy Faction or Pirate Faction cruiser; [[Strategic Cruisers|T3 Strategic Cruisers]] cannot enter  
* Up to two destroyers, at the cost of 2 filaments
* Up to two destroyers, at the cost of 2 filaments; Unlike cruisers, [[Tactical Destroyers|T3 variants of destroyers]] are allowed
* Up to three frigates, at the cost of 3 filaments
* Up to three frigates, at the cost of 3 filaments


To enter the Abyss, activate the filament(s) while in space. When activated, a beacon (named '''Abyssal trace''') is created at your entry location. The Abyssal trace can be [[Probe scanning|scanned down]] using combat probes, which means that sufficiently motivated players might be able to find it and await your return from the pocket.  
To enter the Abyss, activate the filament(s) while in space. When activated, a beacon (named '''Abyssal trace''') is created at your entry location. If a frigate or destroyer Abyssal trace is opened, [[Abyssal Deadspace#Abyssal_Deadspace_Co-op_for_Frigates_and_Destroyers|only a fleet can activate it]]. The Abyssal trace can be [[Probe scanning|scanned down]] using combat probes, which means that sufficiently motivated players might be able to find it and await your return from the pocket.  


Activation can be carried out anywhere in space, as long as the following conditions are satisfied:
Activation can be carried out anywhere in space, as long as the following conditions are satisfied:
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{| class="wikitable"
{| class="wikitable"
|-
|-
! Security !! Tier [No suspect flag] !! Tier [Suspect flag]
! Security !! No suspect flag !! Suspect flag
|-
|-
| {{ColorSecurityRating|1.0}} || - || -  
| {{ColorSecurityRating|1.0}} || - || -  
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=== Time and space limits ===
=== Time and space limits ===
'''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'''.
'''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'''.
Note: 3 May 2024 [https://www.eveonline.com/news/view/exploit-notification-extending-abyssal-timers Exploit Notification - Extending Abyssal Timers]


You must clear the three pockets and exit within the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space where you activated the filament. To finish the Abyssal run within the 20-minute limit, you must achieve a faster average pocket clear time than 6.66 minutes.
You must clear the three pockets and exit within the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space where you activated the filament. To finish the Abyssal run within the 20-minute limit, you must achieve a faster average pocket clear time than 6.66 minutes.
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[[File:Triglavian_gates.jpg|thumb|750px|center|Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. These gates will be folded closed until all enemies have been destroyed, after which they will (quite spectacularly) open and energize. A gate with a triangle in the center means you still have more pockets to go! (Note that at the time of writing, fall 2021, the Proving Conduit does not appear; its mechanic has been replaced by the Triglavian Proving Grounds.)]]
[[File:Triglavian_gates.jpg|thumb|750px|center|Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. These gates will be folded closed until all enemies have been destroyed, after which they will (quite spectacularly) open and energize. A gate with a triangle in the center means you still have more pockets to go! (Note that at the time of writing, fall 2021, the Proving Conduit does not appear; its mechanic has been replaced by the Triglavian Proving Grounds.)]]


{| style="border: 1px solid #333333; padding: 0; background: #350000;"
{| style="border: 1px solid #333333; padding: 0;"
| style="padding: 0;" | [[image:Icon_warning.png|56px|link=]]
| style="padding: 0;" | [[image:Icon_warning.png|56px|link=]]
| style="padding: 8px;" |'''WARNING:''' Any ship and capsule should be considered potentially lost the moment a player enters Abyssal Deadspace. Abyssals are unforgiving to inexperienced, ill-equipped or foolhardy pilots. If your ship is lost inside the site, you will lose your capsule, clone, and any implants equipped as well. Running Abyssals can be a fun and profitable challenge, but '''do not enter Abyssal Deadspace with a ship or with implants that you [[Golden_Rules#Be_able_to_afford_a_loss|cannot afford to lose]].'''  
| style="padding: 8px;" |'''WARNING:''' Any ship and capsule should be considered potentially lost the moment a player enters Abyssal Deadspace. Abyssals are unforgiving to inexperienced, ill-equipped or foolhardy pilots. If your ship is lost inside the site, you will lose your capsule, clone, and any implants equipped as well. Running Abyssals can be a fun and profitable challenge, but '''do not enter Abyssal Deadspace with a ship or with implants that you [[Golden_Rules#Be_able_to_afford_a_loss|cannot afford to lose]].'''  
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|-
|-
! Weather !! Penalty !! Bonus
! Weather !! Penalty !! Bonus
|-
| '''Dark''' || [[File:Icon target range.png|32px]] -30/50/70% Turret Optimal and Falloff Range || [[File:Icon velocity.png|32px]] +50% Maximum Velocity
|-
|-
| '''Electrical''' || [[File:Icon resist em.png|32px]] -30/50/70% EM Resist || [[File:Icon capacitor capacity.png|32px]] -50% Capacitor Recharge Time
| '''Electrical''' || [[File:Icon resist em.png|32px]] -30/50/70% EM Resist || [[File:Icon capacitor capacity.png|32px]] -50% Capacitor Recharge Time
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|-
|-
| '''Gamma''' || [[File:Icon resist exp.png|32px]] -30/50/70% Explosive Resist || [[File:Icon shield.png|32px]] +50% Shield HP
| '''Gamma''' || [[File:Icon resist exp.png|32px]] -30/50/70% Explosive Resist || [[File:Icon shield.png|32px]] +50% Shield HP
|-
| '''Dark''' || [[File:Icon target range.png|32px|32px]] -30/50/70% Turret Optimal and Falloff Range || [[File:Icon velocity.png|32px]] +50% Maximum Velocity
|}
|}


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Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have.
Unlike in most other regions in EVE, Abyssal Deadspace NPCs have very clear naming patterns and will have either a prefix or suffix that states what special abilities they have.


This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Tracking/Guidance disruptors or, if the pocket has battleships, Target Painters.
This makes target prioritization easier, which is extremely important in the Abyss: the general best strategy in most rooms is to start out by killing any EWAR that poses a threat to your ship. Depending on your fit, this can mean Neutralizers, Webs, Tracking/Guidance disruptors, or, if the pocket has battleships, Target Painters.


You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order.
You should also pay attention on whether dedicated remote repair ships are on grid; if you can't kill other frigates before repairs land, prioritize killing remote repairs first. After the dangerous EWAR and remote repair ships are dead, you can focus on the damage dealers in your preferred order.
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The Rogue Drone Battleship deals Kinetic and Thermal damage, and the Battleship found in Tier 5 and 6 sites also has a Stasis Webifier, which helps counteract its poor tracking.
The Rogue Drone Battleship deals Kinetic and Thermal damage, and the Battleship found in Tier 5 and 6 sites also has a Stasis Webifier, which helps counteract its poor tracking.
Rogue Drone Battleships have a small exploitable gimmick - if a generic damage dealer frigate (e.g. ''Sparkneedle Tessella'') spawns, the battleship follows it in orbit and as a result will draw close to you, as Rogue Drone Frigates naturally orbit close to your ship (minus the repair frigates).  This can greatly help afterburner-fit ships which normally can't easily get under the battleship's guns, but can also become problematic in high tier sites as it may put you within their webifier range.


Rogue Drone Frigate names have the suffix '''Tessella'''. Rogue Drone Battlecruiser names have the suffix '''Tessera'''.
Rogue Drone Frigate names have the suffix '''Tessella'''. Rogue Drone Battlecruiser names have the suffix '''Tessera'''.
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| Blast || [[File:Icon damage exp.png]]Explosive Damage
| Blast || [[File:Icon damage exp.png]]Explosive Damage
|-
|-
| (name) needle || [[File:Icon target frigate.png|16px]]Low damage
| (name) needle Tessella || [[File:Icon target frigate.png|16px]]Low damage
|-
|-
| (name) lance || [[File:Icon target frigate.png|16px]]Higher damage
| (name) lance Tessella || [[File:Icon target frigate.png|16px]]Higher damage
|-
|-
| (name) grip || [[File:Icon red battlecruiser.png]]Battlecruiser, short range but extreme damage
| (name) grip Tessera || [[File:Icon red battlecruiser.png]]Battlecruiser, short range but extreme damage
|-
|-
| Snarecaster || [[File:Icon stasis webifier i.png|32px]] Webbing
| Snarecaster || [[File:Icon stasis webifier i.png|32px]] Webbing
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This can be very irritating, as it forces you to fly all the way back to the exit gate after the battleship finally dies. During the time spent chasing the battleship, you are vulnerable to its poorly-tracking but hard-hitting turrets. The strength of the battleship varies with the level of the Abyssal filament; higher-level filaments feature more damage and HP. Thankfully, the Drifter Battleship here does not come with either a Doomsday Weapon or any EWAR abilities.  
This can be very irritating, as it forces you to fly all the way back to the exit gate after the battleship finally dies. During the time spent chasing the battleship, you are vulnerable to its poorly-tracking but hard-hitting turrets. The strength of the battleship varies with the level of the Abyssal filament; higher-level filaments feature more damage and HP. Thankfully, the Drifter Battleship here does not come with either a Doomsday Weapon or any EWAR abilities.  
The same gimmick that applies to Rogue Drone Battleships also applies to Drifter battleships, albeit even easier to exploit, which can greatly benefit afterburner-focused cruisers; if the pocket happens to spawn an '''Ephialtes Lancer''', the battleship will follow it in orbit and as a result move closer to you, making it significantly easier to get under its guns and save a lot of stress.  This does not work with any other Sleeper/Drifter cruiser types.


Drifter ships start the fight with heavily-damaged shields, armor, and hull. Drifter cruisers all use some form of EWAR in addition to dealing damage, but they also have large signature radii and are thus easy to finish off.
Drifter ships start the fight with heavily-damaged shields, armor, and hull. Drifter cruisers all use some form of EWAR in addition to dealing damage, but they also have large signature radii and are thus easy to finish off.
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=== Triglavian Collective ===
=== Triglavian Collective ===
[[Triglavian Collective|Triglavian ships]] can appear in any pocket. They use Entropic Disintegrators to deal high Thermal and Explosive damage. As each ship's damage will slowly increase the longer it stays focused on one target, Triglavian rooms can quickly become DPS or range-control races, to either kill their high-damage ships before they can kill you, or to kill their tackle ships and fly beyond their damage range.
[[Triglavian Collective|Triglavian ships]] can appear in any pocket. They use Entropic Disintegrators to deal high Thermal and Explosive damage. As each ship's damage will slowly increase the longer it stays focused on one target, Triglavian rooms can quickly become DPS or range-control races, to either kill their high-damage ships before they can kill you or to kill their tackle ships and fly beyond their damage range.


Triglavian ships almost all feature Remote Armor Repair abilities, and mount the widest range of EWAR of any Abyssal faction.
Triglavian ships almost all feature Remote Armor Repair abilities, and mount the widest range of EWAR of any Abyssal faction.
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| Ghosting || [[File:Icon_track_disruptor_64.png‎|32px]] Turret and Missile Disruption
| Ghosting || [[File:Icon_track_disruptor_64.png‎|32px]] Turret and Missile Disruption
|-
|-
| Vila Swarmer || [[File:Icon target drone.png|32px]] 3 or 4 Vila Swarmers will be spawned by NPCs which have "Vila" as the middle name (example: Striking Vila Damavik). <br/> [[File:Icon damage therm.png]][[File:Icon damage kin.png]][[File:Icon damage em.png]][[File:Icon damage exp.png]] Deals very low omni DPS. (10-20 DMG per shot) <br/>Destroy the controlling ship first as the drones will deactivate once it gets destroyed, and destroying the drones will take alot off time.
| Vila Swarmer || [[File:Icon target drone.png|32px]] 3 or 4 Vila Swarmers will be spawned by NPCs that have "Vila" as the middle name (example: Striking Vila Damavik). <br/> [[File:Icon damage therm.png]][[File:Icon damage kin.png]][[File:Icon damage em.png]][[File:Icon damage exp.png]] Deals very low omni DPS. (10-20 DMG per shot) <br/>Destroy the controlling ship first as the drones will deactivate once it gets destroyed, and destroying the drones will take a lot of time.
|}
|}


=== Sansha's Nation ===
=== Sansha's Nation ===
[[Sansha's Nation]] ships use very long-ranged lasers, and thus must be fought up close. However, fighting them up close is a challenge in itself, as they also bring a wide range of EWAR abilities, including significant energy neutralizers.
[[Sansha's Nation]] ships use very long-ranged lasers and thus must be fought up close. However, fighting them up close is a challenge in itself, as they also bring a wide range of EWAR abilities, including significant energy neutralizers.


All Sansha's Nation ships have the '''Devoted''' prefix.
All Sansha's Nation ships have the '''Devoted''' prefix.
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=== CONCORD ===
=== CONCORD ===
[[CONCORD]] rooms contain a mix of CONCORD and EDENCOM ship hulls.  CONCORD hulls use Thermal or Explosive missiles, while EDENCOM ships use EM-Kinetic Vorton Projectors.
[[CONCORD]] rooms contain a mix of CONCORD and EDENCOM ship hulls.  CONCORD hulls use Thermal or Explosive missiles, while EDENCOM ships use EM-Kinetic Vorton Projectors.  Marshals start off with no shields and 28% armor, while EDENCOM Thunderchilds start off with about 8% shield, no armor and 40% structure.


CONCORD rooms are generally feared by many Abyssal runners due to their high damage and heavy damage-application support.  The sheer incoming DPS, combined with the multiple Webs and Target Painters, makes passive or active tanking in these rooms extremely difficult.  Because of this, Marshal rats (especially Drainers) are often targeted first to reduce incoming DPS.   
CONCORD rooms are generally feared by many Abyssal runners due to their high damage and heavy damage-application support.  The sheer incoming DPS, combined with the multiple Webs and Target Painters, makes passive or active tanking in these rooms extremely difficult.  Because of this, Marshal rats (especially Drainers) are often targeted first to reduce incoming DPS.   
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# they cannot land Wrecking Shots
# they cannot land Wrecking Shots
# Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships
# Vorton Projectors will chain their damage to ''any'' objects within 10km of your ship, and can thus be exploited into dealing friendly fire damage to other enemy CONCORD/EDENCOM ships
# CONCORD ships are not especially durable, which turns the CONCORD room into a pure DPS race to determine whether you die first or the Marshals die first.
# CONCORD ships are not especially durable, which turns the CONCORD room into a pure DPS race to determine whether you die first or the Marshals die first.  


All CONCORD and EDENCOM ships have the '''Disparu Troop''' suffix.
All CONCORD and EDENCOM ships have the '''Disparu Troop''' suffix.
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|-
|-
|}
|}
{{expansion past|
When the Depths of the Abyss expansion released and first introduced CONCORD spawns, Marshals used to spawn with full HP, resulting in said spawns being unfairly difficult to many players.  In a later unknown update the Marshal NPCs were nerfed to provide slightly more balanced gameplay of CONCORD spawns in particular.
}}


=== Angel Cartel ===
=== Angel Cartel ===
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| (Elite) Cynabal ||  Heavy damage dealer; high range & tracking  ||  [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage em.png|24px]][[File:Icon damage exp.png|24px]]<br>
| (Elite) Cynabal ||  Heavy damage dealer; high range & tracking  ||  [[File:Icon stasis webifier i.png|32px]][[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage em.png|24px]][[File:Icon damage exp.png|24px]]<br>
|-
|-
| Ixion || Target Painting || [[File:Icon_target_painter_i.png‎|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]]
| Ixion || Target Painting, Missile Disruption || [[File:Icon_target_painter_i.png‎|32px]][[File:Icon_missile_guidance_computer_i.png‎|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]][[File:Icon damage exp.png|24px]]
|-
|-
| (Elite) Dramiel || Generic damage dealer || None || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]]
| (Elite) Dramiel <ref group=Note> Elite Lucifer Dramiel has stasis webifiers.</ref> || Generic damage dealer || style="text-align: center;" | None || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]]
|-
|-
| Fury || Energy Neutralizers || [[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]]
| Fury || Energy Neutralizers || [[File:Icon_energy_neutralizer_i.png|32px]] || [[File:Icon damage exp.png|24px]][[File:Icon damage kin.png|24px]]
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| Medusa || Sensor Dampening || [[File:Icon_remote_sensor_dampening.png‎‎|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]]
| Medusa || Sensor Dampening || [[File:Icon_remote_sensor_dampening.png‎‎|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]]
|-
|-
| Burst || Remote repairs || [[File:Icon shield transporter i.png|32px]] || None
| Burst || Remote repairs || [[File:Icon shield transporter i.png|32px]] || style="text-align: center;" | None
|-
|-
| Swordspine || Target Painting || [[File:Icon_target_painter_i.png‎|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]]
| Swordspine || Target Painting || [[File:Icon_target_painter_i.png‎|32px]] || [[File:Icon damage kin.png|24px]][[File:Icon damage therm.png|24px]]
|-
|-
|}
|}
<references group=Note />


== Damage to deal ==
== Damage to deal ==
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* Rogue drone ships have wildly varying resists. Damage-dealing and EWAR frigates have the same natural resists as a Tech 1 hull from one of the races. Repair frigates have 0 resists. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN.  
* Rogue drone ships have wildly varying resists. Damage-dealing and EWAR frigates have the same natural resists as a Tech 1 hull from one of the races. Repair frigates have 0 resists. Battlecruisers are slightly weak to EM/EX, and slightly more resistant to TH/KIN.  


The Rogue Drone Battleship's resistances change at different tiers. With one exception, the Weather-induced hole is greater than any natural resist hole, and should be targeted; however in a Dark Filament, these resistances become relevant.
The Rogue Drone Battleship's resistances change at different tiers. With one exception, the Weather-induced hole is greater than any natural resist hole, and should be targeted; however, in a Dark Filament, these resistances become relevant.


If swapping damage types (i.e. through missile reloads) is possible, it should be done for these battleships. Their Shields are weak to EM damage, and the following chart lists their Armor weaknesses:
If swapping damage types (i.e. through missile reloads) is possible, it should be done for these battleships. Their Shields are weak to EM damage, and the following chart lists their Armor weaknesses:
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The pilot of the ship carrying the filaments can then use them and select the Activate For Fleet option. Doing so will consume the filaments, and rather than pulling the ship into the abyss, it will open a limited-use acceleration gate that leads to the abyss. Fleet members can then activate that acceleration gate and launch themselves into the abyss.
The pilot of the ship carrying the filaments can then use them and select the Activate For Fleet option. Doing so will consume the filaments, and rather than pulling the ship into the abyss, it will open a limited-use acceleration gate that leads to the abyss. Fleet members can then activate that acceleration gate and launch themselves into the abyss.


The 20-minute timer is shared by all ships in the fleet, and starts counting down when the ''first'' of the ships finishes activating the acceleration gate and enters the abyssal pocket.
The 20-minute timer is shared by all ships in the fleet and starts counting down when the ''first'' of the ships finishes activating the acceleration gate and enters the abyssal pocket.


To compensate for the increased filament consumption and the loot being split across 2 or 3 ships and pilots, the Biocombinative Cache found in multi-ship pockets contains significantly more loot than the ordinary Bioadaptive Cache.
To compensate for the increased filament consumption and the loot being split across 2 or 3 ships and pilots, the Biocombinative Cache found in multi-ship pockets contains significantly more loot than the ordinary Bioadaptive Cache.
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** '''T6 filaments''' can drop '''capital module''' mutaplasmids - All capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module
** '''T6 filaments''' can drop '''capital module''' mutaplasmids - All capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module
* Precursor ship and weapon skill books, disintegrator specialization skill books
* Precursor ship and weapon skill books, disintegrator specialization skill books
* Blueprint copies required for the production of Triglavian hulls, weapon systems, and ammunition:
* Blueprint copies required for the production of Triglavian hulls, weapon systems, modules and ammunition:
** [[#Triglavian Collective|Triglavian ship hulls]]
** [[#Triglavian Collective|Triglavian ship hulls]]
** [[Entropic Disintegrators]]: Weapons with unique properties and only usable by the Triglavian ships
** [[Entropic Disintegrators]]: Weapons with unique properties and only usable by the Triglavian ships
** [[Turrets#Exotic_plasma|Exotic Plasma]]: Ammunition used by Entropic Disintegrators
** [[Turrets#Exotic_plasma|Exotic Plasma]]: Ammunition used by Entropic Disintegrators
** Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers
** Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers
** Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer
* Production materials required for the production of Triglavian hulls, weapon systems, and ammunition:
* Production materials required for the production of Triglavian hulls, weapon systems, and ammunition:
** Crystalline Isogen-10
** Crystalline Isogen-10
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* Modules:
* Modules:
** Compact Entropic Radiation Sink - a compact (low-fitting) version of the Entropic Radiation Sink
** Compact Entropic Radiation Sink - a compact (low-fitting) version of the Entropic Radiation Sink
** Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer
* Triglavian Survey Database: often referred to as "red loot", this item is an ISK token item similar to Sleeper "blue loot" and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea
* Triglavian Survey Database: often referred to as "red loot", this item is an ISK token item similar to Sleeper "blue loot" and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea
* Abyssal Filaments:
* Abyssal Filaments:
** [[Exploration#Relic_and_Data_sites|data hacking sites]] are the only source for Abyssal filaments outside of Abyssal Deadspace, and they only provide Calm (Tier 1) filaments
** [[Exploration#Relic_and_Data_sites|data hacking sites]] are the only source for Abyssal filaments outside of Abyssal Deadspace, and they only provide Tranquil (Tier 0) and Calm (Tier 1) filaments
** the Bioadaptive/Biocombinative Caches in Abyssal Deadspace can drop filaments of all tiers
** the Bioadaptive/Biocombinative Caches in Abyssal Deadspace can drop filaments of all tiers
** it is therefore only by running Abyssals that the filaments for higher-tier Abyssal runs can be found, and there is a busy market in retrieved filaments
** it is therefore only by running Abyssals that the filaments for higher-tier Abyssal runs can be found, and there is a busy market in retrieved filaments