B043 Abyssal Reach: Difference between revisions

From Abernon
Founder balance: starting control of B043 moves to F04 Order of the Mirrorwake; F06 Cogmist Engineers becomes contested
Remove doubled-word names (e.g. "Netherhush Netherhush" to "Netherhush", "Cloudpetal Cloudpetal Edge" to "Cloudpetal Edge"); Robert 2026-10-09
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! Item ID !! Name !! Type !! Slot !! Rarity !! Primary material
! Item ID !! Name !! Type !! Slot !! Rarity !! Primary material
|-
|-
| B043_WPN_01 || Abyssal Abyssal Edge || Weapon || Weapon || Rare || Abyssal Crystal
| B043_WPN_01 || Abyssal Edge || Weapon || Weapon || Rare || Abyssal Crystal
|-
|-
| B043_HLM_01 || Abyssal Ward Helm || Armor || Helm || Uncommon || Abyssal Crystal
| B043_HLM_01 || Abyssal Ward Helm || Armor || Helm || Uncommon || Abyssal Crystal
Line 337: Line 337:
! Recipe ID !! Output !! Workstation !! Materials !! Unlock reputation
! Recipe ID !! Output !! Workstation !! Materials !! Unlock reputation
|-
|-
| RCP_B043_WPN_01 || Abyssal Abyssal Edge || Thermal Forge || Abyssal Crystal x9; Refined Abyssal Grit x1 || T3 Honoured
| RCP_B043_WPN_01 || Abyssal Edge || Thermal Forge || Abyssal Crystal x9; Refined Abyssal Grit x1 || T3 Honoured
|-
|-
| RCP_B043_HLM_01 || Abyssal Ward Helm || Thermal Forge || Abyssal Crystal x7; Refined Abyssal Grit x1 || T2 Trusted
| RCP_B043_HLM_01 || Abyssal Ward Helm || Thermal Forge || Abyssal Crystal x7; Refined Abyssal Grit x1 || T2 Trusted

Revision as of 20:11, 9 October 2026

B043 Abyssal Reach

Field Value
BiomeID 043
Biome name Abyssal Reach
Climate DEEP_OCEAN
Difficulty 9
Starting control F04 Order of the Mirrorwake
Contested by F06 Cogmist Engineers
Primary hazard Abyssal Pressure Implosion
Signature resource Abyssal Crystal
MysteryZone False
Continent OCEAN_AMBER
Region Amber Sea — Central Abyssal
Elevation_m -10200
Status LIVE_CANON
Source LIVE/DATA/biome_registry_v5.7.4.json

Ground

A mysterious and foreboding biome where the land is marked by deep reaching fractures that descend into the planet's mantle. The fractures breathe hot mineral-laden water that supports unique chemosynthetic ecosystems invisible from above.

Settlements

Name Type Population Controlling faction
Abyssal Settlement Faction Outpost 1500 F04 Order of the Mirrorwake
Deep Hollow secondary N/A F04 Order of the Mirrorwake
Thermal Fracture Fields primary N/A F04 Order of the Mirrorwake

Settlement pages: Abyssal Settlement, Deep Hollow, Thermal Fracture Fields. All settlements: Settlements.

Factions present

Faction Where recorded
F04 Order of the Mirrorwake Starting control. Controlling faction on every recorded settlement row.
F06 Cogmist Engineers Contested. The faction table gives it a foothold here. All seven NPC rows.

NPCs here from other factions: F06 Cogmist Engineers (7 NPC rows). An NPC can belong to any faction and live or work in a settlement controlled by another faction.

The faction named as starting control in the header holds the biome at the start. Control can change during play, and quests follow whoever controls the biome at the time. The faction table also gives F06 Cogmist Engineers a foothold here, so the biome is contested.

Resources

  • Abyss Salt (Abyss) (GATHERABLE, Common)
  • Abyssa Abyssal Stone (GATHERABLE, Uncommon)
  • Abyssa Pressure Crystal (GATHERABLE, Common)
  • Abyssa Void Kelp Extract (GATHERABLE, Rare)
  • Biolume Extract (Abyss) (GATHERABLE, Rare)
  • Deep Resin (Abyss) (GATHERABLE, Common)
  • Mirror Ore (Abyss) (GATHERABLE, Uncommon)
  • Refined Abyssal Stone (GATHERABLE, Uncommon)
  • Refined Deep Clay (GATHERABLE, Common)
  • Refined Void Kelp Extract (GATHERABLE, Rare)
  • Refined Void Shard (GATHERABLE, Epic)


Signature, primary, secondary, and minerals

These rows are recorded on the B043 resource table and were not in the gatherable list above.

ID Name Type Rarity
SIG-043 Abyssal Crystal SIGNATURE Rare–Legendary
PRI-043 Reach Stone PRIMARY Uncommon–Rare
SEC-043 Thermal Resin SECONDARY Common–Uncommon
MIN-COM-THE Thermalite Common Mineral Common
MIN-COM-ABY Abyssal Ore Common Mineral Common
MIN-COM-DEE Deep Common Mineral Common
MIN-RARE-ABY Abyssal Crystal Rare Mineral Rare
MIN-RARE-THE Thermal Glass Rare Mineral Rare

Harvest

The harvestable index records counts for biome 043 only: flora 4, ore 3, trees 3, total 10. That index does not name the rows, so those counts are not assigned to names here.

Named flora recorded for Abyssal Reach:

ID Name Harvestable
FLORA-ABYS-043 Abyssal Fern Yes
FLORA-ABYS-043 Abyssalweed Yes
FLORA-MIRR-043 Mirrorbloom Yes
FLORA-THER-043 Thermal Bloom Yes
FLORA-ABYS-043 Abyssal Weed No — Protected
FLORA-MIRR-043 Mirror Fern No
FLORA-VENT-043 Vent Flower No
FLORA-VOID-043 Void Bloom No

Four named flora rows are marked harvestable. Duplicate flora ids are left as separate recorded rows. The ecological-role cell says PROTECTED SPECIES on Abyssal Weed, Mirror Fern, Vent Flower, and Void Bloom. The harvestable cell says No — Protected on Abyssal Weed and No on Mirror Fern, Vent Flower, and Void Bloom. Both wordings are left as recorded.

Not recorded: a named tree list, and a named ore list that matches the index counts of 3 and 3.

Deep zone

Field Value
Deep zone Deep Abyssal — Reach Abyss
Layout Thermal Vent Run
Max players 6
Lockout hours 72
Boss name Depthwatcher — Deep Form
Ground note The Reach Abyss has never been accessible to surface explorers. The Deep Zone system reveals what the biome contains at its most dangerous depth.

Boss

Field Value
Boss Depthwatcher, Ancient of Biome 043
Difficulty T3_Heroic
Recommended party 4
Damage type Nature
Arena {'location': 'Thermal Fracture Fields', 'description': "The boss encounter takes place in the heart of Abyssal Reach's most extreme terrain feature. The arena is shaped by deep ocean conditions — no neutral ground exists. In 0.68g, player jump arcs extend 47% further than Earth-equivalent, and boss knockback sends players 35% further than expected.", 'arena_size_m': 132, 'special_terrain': 'Maximum pressure implosion zone', 'hazard_active': 'Abyssal Pressure Implosion'}
Ground blurb The Dark Prowler the Ancient is the apex expression of Abyssal Reach's ecosystem — a creature that has been shaped by deep ocean conditions across centuries of adaptation in 0.68g. It is not simply dangerous. It is what Abyssal Reach would be if the biome could choose to fight.

Weather

The atmosphere row records weather patterns Thermal Wind and Deep Storm. Those two names are not rows in the weather table. Six weather rows are recorded for this biome.

ID Name Code Recorded effect
WX-043-STORM Storm STORM Severe visibility reduction. Player movement restricted. Pack predators shelter. Ambush predators peak activity.
WX-043-ASH Ashfall ASH Reduces visibility. Ash-adapted creatures +15% aggro. Node guardian activity increases. Abyssal Crystal harvest modified.
WX-043-SNOW Cold Event SNOW Winter only. Fauna density minimum. Node guardians reduced patrol. Resource yield -20% all types.
WX-043-ANY Any Weather ANY Weather-independent spawn — present in all conditions.
WX-043-RAIN Rain/Mist RAIN Rare moisture event. Suppresses primary hazard temporarily. Most comfortable traversal conditions.
WX-043-CLEAR Clear Sky CLEAR Maximum K3V amber light. Visibility maximum. Best navigation conditions. Standard resource yields.

Spawn entries recorded on those rows: Storm 8, Ashfall 12, Cold Event 14, Any Weather 13, Rain/Mist 10, Clear Sky 13. Night-multiplier entries above 2.0 recorded on those rows: Storm 1, Ashfall 3, Cold Event 5, Any Weather 4, Rain/Mist 0, Clear Sky 2.

Mobs

Three named mobs are recorded. One further row records 67 additional spawn-table entries that are not named. Those 67 are not listed as species here. That summary row records 10 corrupted variants and 0 event overrides. Its weather distribution cells are all zero. Depthwatcher has archetype Node Guardian but the node-guardian cell reads False. Both are left as recorded.

ID Name Archetype HP Creature ID Node guardian
MOB-043-01 Depthstalker Ambush Predator 108 CR02941 False
MOB-043-02 Abyssalcoil Scavenger 104 CR02942 False
MOB-043-03 Depthwatcher Node Guardian 185 CR02943 False

Nodes

Eleven network nodes are recorded. Two are positive and nine are negative. The node profile records dominant NEGATIVE, density high, base respawn 28 minutes, and modifier 1.90x.

ID Name Type Location Signature resource growth Guardian
NODE_043_P01 Abyssal Primary Anchor POSITIVE Located at the summit of the primary terrain feature, where K3V light exposure is maximum. Within the Thermal Fracture Fields zone. No None
NODE_043_P02 Abyssal Light Node 2 POSITIVE Located within the main resource cluster, feeding crystal growth. Within the Deep Hollow zone. No None
NODE_043_N01 Abyssal Void Node 1 NEGATIVE Located in the deepest depression of the biome's terrain, where void energy pools. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N02 Abyssal Void Node 2 NEGATIVE Located at the most hazardous point of the primary hazard zone. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N03 Abyssal Void Node 3 NEGATIVE Located beneath the primary ambush predator territory centre. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N04 Abyssal Void Node 4 NEGATIVE Located at the outer boundary of the biome, where it transitions to adjacent terrain. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N05 Abyssal Void Node 5 NEGATIVE Located within the node guardian's primary patrol circuit centre. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N06 Abyssal Void Node 6 NEGATIVE Located at the lowest point of any geological feature — voids sink. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N07 Abyssal Void Node 7 NEGATIVE Located where the primary hazard is most intense — negative nodes amplify hazards. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N08 Abyssal Void Node 8 NEGATIVE Located at the scavenger's primary feeding zone — death concentrates void energy. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present
NODE_043_N09 Abyssal Void Node 9 NEGATIVE Located in the deepest depression of the biome's terrain, where void energy pools. The primary hazard (Abyssal Pressure Implosion) is most intense within 20m of this node. Yes — unresolved token {sig_res} within 40m Present

The node-network file records a guardian name string on each of these eleven nodes. Those strings are not rows in the named mob list above. The biome file, used in this table, records no guardian on the two positive nodes and a guardian present on the nine negative nodes. Both records are left as recorded.

World events

Three world events are recorded. Where the duration cell and the notes cell disagree, both figures are left as recorded. The biome-pack names and the world-event master names disagree. Both name sets are left as recorded.

ID Biome-pack name Master name Type Duration cell Cooldown cell Broadcast Trigger Notes duration
WE0127 Thermal Surge Season Abyssal Reac Environmental Event Environmental 60min 24hr FALSE RANDOM 45-90 minutes real-time
WE0128 Reach Bloom Abyssal Reac Resource Event Resource 120min 12hr FALSE RANDOM 30 minutes real-time
WE0129 Fracture Collapse Abyssal Reac Major Transformation Event Major Transformation 0min 0hr TRUE WORLD_STATE 3-8 hours real-time

WE0127 notes: Abyssal Crystal nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is FALSE. Spawn override on that row is NODE_GUARDIAN_ELITE. WE0128 notes: Abyssal Crystal nodes surge, triple yield during the event. Resource bonus on that row is TRUE. Affects territory is FALSE. Spawn override on that row is ELITE_SURGE. WE0129 notes: Abyssal Crystal nodes restricted, hazard blocks access during the event. Resource bonus on that row is FALSE. Affects territory is TRUE. Spawn override on that row is NODE_GUARDIAN_ELITE. Biome state change recorded as Abyssal Reach_STATE_ALTERED.

Quests

Nine quests are recorded for this biome. Listed as id, title, layer, and giver id only. No quest prose is added here.

NPCs

Seven NPCs are recorded with location Abyssal Reach. Sex, age, items held, kinship, and the quests-given cell are blank on those rows. Quest giver ids above come from the quest table, not from the quests-given cell.

NPC ID Name Role Settlement Faction
NPC0295 Dravin Jadestone quest_giver Thermal Fracture Fields, Abyssal Reach F06 Cogmist Engineers
NPC0296 Enna Lumenbrook merchant Thermal Fracture Fields, Abyssal Reach F06 Cogmist Engineers
NPC0297 Fyren Nightfall trainer Thermal Fracture Fields, Abyssal Reach F06 Cogmist Engineers
NPC0298 Gael Prismholt lore_keeper Thermal Fracture Fields, Abyssal Reach F06 Cogmist Engineers
NPC0299 Holt Riftvale blacksmith Thermal Fracture Fields, Abyssal Reach F06 Cogmist Engineers
NPC0300 Ilex Thornwick quest_giver Thermal Fracture Fields, Abyssal Reach F06 Cogmist Engineers
NPC0301 Jora Voidwatch merchant Thermal Fracture Fields, Abyssal Reach F06 Cogmist Engineers

Items

Sixteen crafted items are recorded for Abyssal Reach. All are crafted at Thermal Forge. The item table records Abyssal Crystal as the primary material on every row.

Item ID Name Type Slot Rarity Primary material
B043_WPN_01 Abyssal Edge Weapon Weapon Rare Abyssal Crystal
B043_HLM_01 Abyssal Ward Helm Armor Helm Uncommon Abyssal Crystal
B043_CHS_01 Abyssal Breastplate Armor Chest Rare Abyssal Crystal
B043_HND_01 Abyssal Grips Armor Hands Uncommon Abyssal Crystal
B043_LEG_01 Abyssal Greaves Armor Legs Uncommon Abyssal Crystal
B043_FET_01 Abyssal Treads Armor Feet Uncommon Abyssal Crystal
B043_TRK_01 Abyssal Relic Trinket Necklace Rare Abyssal Crystal
B043_REL_01 Abyssal First-Stone Trinket Relic Epic Abyssal Crystal
B043_CON_01 Abyssal Draught Consumable Common Abyssal Crystal
B043_SAL_01 Abyssal Salve Consumable Uncommon Abyssal Crystal
B043_MAT_01 Refined Abyssal Grit Material Common Abyssal Crystal
B043_BAR_01 Abyssal Ingot Material Rare Abyssal Crystal
B043_TOL_01 Abyssal Node Pick Tool Tool Uncommon Abyssal Crystal
B043_KIT_01 Abyssal Field Kit Tool Tool Uncommon Abyssal Crystal
B043_UPG_01 Abyssal Catalyst Upgrade Component Rare Abyssal Crystal
B043_FOC_01 Abyssal Focus Weapon Off-Hand Uncommon Abyssal Crystal

Recipes

Sixteen recipes are recorded, one for each item above. Output quantity is 1. The third material cell is blank on every row, so no third material is listed. Recipe unlock cells use T1 Known, T2 Trusted, T3 Honoured, and T4 Honoured. The faction reputation row names those bands T1 Neutral, T2 Friendly, T3 Honoured, and T4 Revered. Both wordings are left as recorded.

Recipe ID Output Workstation Materials Unlock reputation
RCP_B043_WPN_01 Abyssal Edge Thermal Forge Abyssal Crystal x9; Refined Abyssal Grit x1 T3 Honoured
RCP_B043_HLM_01 Abyssal Ward Helm Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted
RCP_B043_CHS_01 Abyssal Breastplate Thermal Forge Abyssal Crystal x9; Refined Abyssal Grit x1 T3 Honoured
RCP_B043_HND_01 Abyssal Grips Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted
RCP_B043_LEG_01 Abyssal Greaves Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted
RCP_B043_FET_01 Abyssal Treads Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted
RCP_B043_TRK_01 Abyssal Relic Thermal Forge Abyssal Crystal x9; Refined Abyssal Grit x1 T3 Honoured
RCP_B043_REL_01 Abyssal First-Stone Thermal Forge Abyssal Crystal x11; Refined Abyssal Grit x1 T4 Honoured
RCP_B043_CON_01 Abyssal Draught Thermal Forge Abyssal Crystal x5; Refined Abyssal Grit x1 T1 Known
RCP_B043_SAL_01 Abyssal Salve Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted
RCP_B043_MAT_01 Refined Abyssal Grit Thermal Forge Abyssal Crystal x5; Refined Abyssal Grit x1 T1 Known
RCP_B043_BAR_01 Abyssal Ingot Thermal Forge Abyssal Crystal x9; Refined Abyssal Grit x1 T3 Honoured
RCP_B043_TOL_01 Abyssal Node Pick Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted
RCP_B043_KIT_01 Abyssal Field Kit Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted
RCP_B043_UPG_01 Abyssal Catalyst Thermal Forge Abyssal Crystal x9; Refined Abyssal Grit x1 T3 Honoured
RCP_B043_FOC_01 Abyssal Focus Thermal Forge Abyssal Crystal x7; Refined Abyssal Grit x1 T2 Trusted

Image prompt

Text only. No file is uploaded. The prompt below is the recorded overview prompt for B043, followed by the ground description and settlement names already on this page.

Recorded overview prompt: ABERNON game concept art, Biome 043 Abyssal Reach, K3V amber light, deep_ocean environment, 0.68g low gravity, Order of the Mirrorwake faction territory, AAA game quality, cinematic painterly, panoramic establishing shot, biome landscape at K3V amber light, faction settlement visible, atmosphere establishes biome identity.

Detailed prompt for an image creator: Painterly cinematic establishing shot of Abyssal Reach, biome 043, deep ocean, under K3V amber light at 0.68g. A mysterious and foreboding biome where the land is marked by deep reaching fractures that descend into the planet's mantle. The fractures breathe hot mineral-laden water that supports unique chemosynthetic ecosystems invisible from above. Terrain recorded as maximum pressure implosion zone. Abyssal pressure. Bioluminescent organisms light the dark. Something watches from deeper still. Abyssal Pressure Implosion is the recorded primary hazard. Abyssal Crystal is the signature resource. Recorded colour palette: midnight blue,. The Order of the Mirrorwake settlement Abyssal Settlement is visible, with Deep Hollow and Thermal Fracture Fields in the same territory. AAA game concept art, faction territory readable in the architecture, no text in the image.

The image-prompt table also records twenty ungenerated prompts, IMG00841 through IMG00860. Each uses this recorded stem, with the type name in place of the scene type: AAA game concept art, Abyssal Reach, deep ocean biome, [type], abyssal darkness, bioluminescent creatures, pressure haze, Abyssal Pressure Implosion environmental hazard visible, Unreal Engine 5 quality, painterly, cinematic lighting, amber K3V star palette, alien yet familiar world aesthetic.

ID Type Status
IMG00841 hero_landscape UNGENERATED
IMG00842 apex_creature UNGENERATED
IMG00843 weather_event UNGENERATED
IMG00844 flora_closeup UNGENERATED
IMG00845 faction_outpost UNGENERATED
IMG00846 loading_screen UNGENERATED
IMG00847 ambient_day UNGENERATED
IMG00848 ambient_night UNGENERATED
IMG00849 energy_node UNGENERATED
IMG00850 hazard_event UNGENERATED
IMG00851 npc_portrait UNGENERATED
IMG00852 creature_combat UNGENERATED
IMG00853 resource_gather UNGENERATED
IMG00854 world_event UNGENERATED
IMG00855 sky_atmosphere UNGENERATED
IMG00856 underground_entrance UNGENERATED
IMG00857 coastal_view UNGENERATED
IMG00858 mystery_fragment UNGENERATED
IMG00859 faction_landmark UNGENERATED
IMG00860 player_action UNGENERATED

Canonical URL: https://wiki.abernon.com/index.php?title=B043_Abyssal_Reach