B043 Abyssal Reach: Difference between revisions
Link settlement pages and the Settlements index |
Founder balance: starting control of B043 moves to F04 Order of the Mirrorwake; F06 Cogmist Engineers becomes contested |
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| Line 12: | Line 12: | ||
| Difficulty || 9 | | Difficulty || 9 | ||
|- | |- | ||
| Starting control || [[ | | Starting control || [[F04 Order of the Mirrorwake]] | ||
|- | |- | ||
| Contested by || [[ | | Contested by || [[F06 Cogmist Engineers]] | ||
|- | |- | ||
| Primary hazard || Abyssal Pressure Implosion | | Primary hazard || Abyssal Pressure Implosion | ||
| Line 42: | Line 42: | ||
! Name !! Type !! Population !! Controlling faction | ! Name !! Type !! Population !! Controlling faction | ||
|- | |- | ||
| Abyssal Settlement || Faction Outpost || 1500 || [[ | | Abyssal Settlement || Faction Outpost || 1500 || [[F04 Order of the Mirrorwake]] | ||
|- | |- | ||
| Deep Hollow || secondary || N/A || [[ | | Deep Hollow || secondary || N/A || [[F04 Order of the Mirrorwake]] | ||
|- | |- | ||
| Thermal Fracture Fields || primary || N/A || [[ | | Thermal Fracture Fields || primary || N/A || [[F04 Order of the Mirrorwake]] | ||
|} | |} | ||
| Line 56: | Line 56: | ||
! Faction !! Where recorded | ! 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. | ||
|} | |} | ||
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 [[ | 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 == | == Resources == | ||
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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. | 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, | 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 | 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. | 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. | ||
Revision as of 16:27, 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.
- Q0379 The Abyssal Toll — Main — giver NPC0295
- Q0380 Abyssal Watch — Surface — giver NPC0295
- Q0381 Abyssal Vault Count — Underground — giver NPC0300
- Q0382 The Open Wake — Abyssal Reach — Aquatic — giver NPC0298
- Q0383 Abyssal Crystal for the Frosthold Vigil — Main — giver NPC0295
- Q0384 Implosion Season — Surface — giver NPC0297
- Q0385 What the Abyssal Vault Hums — Underground — giver NPC0298
- Q0386 After the Deep Tide — Abyssal Reach — Aquatic — giver NPC0300
- Q0387 Frosthold Vigil on the Abyssal Line — Main — giver NPC0295
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 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 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