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Pilots can only enter abyssal deadspace by using special filaments, and even then only limited pockets are accessible for a limited time. The pockets are 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. | Pilots can only enter abyssal deadspace by using special filaments, and even then only limited pockets are accessible for a limited time. The pockets are 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. | ||
== | ==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. | |||
=== Entry === | |||
[[File:Calm Electrical Filament.png|thumb|'''Tier 1 filament''': The info of the filament shows what the properties of the site it opens are. That it is a Tier 1 filament can be seen by the 1 glowing stripe on the icon.]] | [[File:Calm Electrical Filament.png|thumb|'''Tier 1 filament''': The info of the filament shows what the properties of the site it opens are. That it is a Tier 1 filament can be seen by the 1 glowing stripe on the icon.]] | ||
[[File:Triglavian Bioadaptive Cache.jpg|200px|thumb|right|'''Triglavian Bioadaptive Cache''' contains the loot for each pocket.]] | [[File:Triglavian Bioadaptive Cache.jpg|200px|thumb|right|The '''Triglavian Bioadaptive Cache''' contains the loot for each pocket.]] | ||
[[File:Triglavian extractionNodes.jpg|200px|thumb|right|'''Triglavian Extraction | [[File:Triglavian extractionNodes.jpg|200px|thumb|right|'''Triglavian Extraction Nodes''' also contain the loot.]] | ||
Pilots can enter Abyssal deadspace using [[Filaments|filaments]] obtained from data sites, from abyssal deadspace itself, or purchased from the in-game market. Seven tiers of increasing difficulty exist, numbered from 0 to 6. Entry into the Abyss is limited to either: | Pilots can enter Abyssal deadspace using [[Filaments|filaments]] obtained from data sites, from abyssal deadspace itself, or purchased from the in-game market. Seven tiers of increasing difficulty exist, numbered from 0 to 6. Entry into the Abyss is limited to either: | ||
* A single Tech | * 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 | ||
* Up to three frigates, at the cost of 3 filaments | * Up to three frigates, at the cost of 3 filaments | ||
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To keep their abyssal trace more secure, most players activate their filaments at [[Safe_spots|safespot bookmarks]]. | To keep their abyssal trace more secure, most players activate their filaments at [[Safe_spots|safespot bookmarks]]. | ||
An Abyssal Deadspace instance is composed of three pockets, sometimes called "rooms" by players. Each pocket contains a gate to the next pocket | === Abyssal layout === | ||
An Abyssal Deadspace instance is composed of three pockets, sometimes called "rooms" by players. Each pocket contains enemies and a gate to the next pocket. The gate only unlocks once all enemies in the pocket are cleared. | |||
The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. Higher tier filaments take you to pockets with (much) more dangerous enemies. Some pockets may contain enemies who are in combat against each other. However, none of these factions will be allied with you. You must fight your own way out. | |||
Abyssal NPCs leave no wrecks to loot or salvage. | |||
=== Loot === | |||
Each pocket also contains a structure called the "Triglavian Bioadaptive Cache" which has a scant 300 hit points and which, once destroyed, drops some of the loot for that pocket. | |||
In all but the easiest (Tier 0) Abyssals, there are also "Triglavian Extraction Nodes" and "Triglavian Extraction Subnodes" which also contain additional loot. | |||
Cache wrecks can be salvaged for Triglavian materials, though the time- and ISK-efficiency of doing this is dubious. | |||
=== 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'''. | |||
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 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. | |||
Each pocket is surrounded by dangerous space which will destroy your ship and pod if you enter it. This space appears as a red graphical effect which becomes more obvious the closer you fly towards it. | |||
=== Restrictions === | |||
Other restrictions on Abyssals are: | |||
* Fleet-mates cannot warp to you while you are within the Abyss, nor can you warp out of it. | |||
* | * You cannot cloak | ||
* | * You cannot deploy a mobile depot. | ||
* | * There is no Local chat channel. | ||
* | * 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 will not work. | |||
If a player is in Abyssal Deadspace when server downtime occurs, the player will return to the solar system from which they entered. | |||
[[File:Triglavian_gates.jpg|750px|thumb|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!]] | [[File:Triglavian_gates.jpg|750px|thumb|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.)]] | ||
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| style="padding:0px;" | [[image:Icon_warning.png|56px|link=]] | | style="padding:0px;" | [[image:Icon_warning.png|56px|link=]] | ||
| style="padding:8px;" | '''WARNING:''' Any ship and capsule should be considered lost the moment a player enters Abyssal Deadspace. | | 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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