
This is based on the filament tier and the security of the system.Īn Abyssal Deadspace instance is composed of three pockets, sometimes called "rooms" by players. Triggering an abyssal filament in high security space can also trigger a suspect timer. To keep their abyssal trace more secure, most players activate their filaments at safespot bookmarks.Ībyssal filaments can not be activated in 1.0 or 0.9 space. 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: If a frigate or destroyer Abyssal trace is opened, only a fleet can activate it. 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 Unlike cruisers, T3 variants of destroyers are allowed.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 Abyssal filaments obtained from data sites, from abyssal deadspace itself, or purchased from the in-game market. That it is a Tier 1 filament can be seen by the 1 glowing stripe on the icon. Tier 1 filament: The info of the filament shows what the properties of the site it opens are.
