
You must fight your own way out.Ībyssal NPCs leave no wrecks to loot or salvage.Įach 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. However, none of these factions will be allied with you. Some pockets may contain enemies who are in combat against each other. Higher tier filaments take you to pockets with (much) more dangerous enemies. The enemies in the pocket are randomly selected from a range of spawns appropriate to the tier of the filament used. The gate only unlocks once all enemies in the pocket are cleared. Each pocket contains enemies and a gate to the next pocket. To keep their abyssal trace more secure, most players activate their filaments at safespot bookmarks.Īn Abyssal Deadspace instance is composed of three pockets, sometimes called "rooms" by players. The player does not have a capsuleer log-off timer active.No other Abyssal trace at less than 1000 km.No Gates, Stations or mobile depots at less than 1000 km.The Abyssal trace can be scanned down using combat probes, which means that sufficiently motivated players might be able to find it and await your return from the pocket.Īctivation can be carried out anywhere in space, as long as the following conditions are satisfied:

When activated, a beacon (named Abyssal trace) is created at your entry location.

To enter the Abyss, activate the filament(s) while in space. Up to three frigates, at the cost of 3 filaments.Up to two destroyers, at the cost of 2 filaments.A single Tech 1, Tech 2, Navy Faction or Pirate Faction cruiser T3 Strategic Cruisers cannot enter.Entry into the Abyss is limited to either:

Seven tiers of increasing difficulty exist, numbered from 0 to 6. Pilots can enter Abyssal deadspace using filaments obtained from data sites, from abyssal deadspace itself, or purchased from the in-game market. Triglavian Extraction Nodes also contain the loot.
