

Just don’t go out of bounds in search of a good screen shot, that’ll blow you up as well. Or maybe you will want to go just for some screen shots. For the Mutaplasmids though no special skill is required, just a willingness to gamble with modules. For the new ships and modules there are new skills you’ll need to train up… because of course there are. Rewards include blueprint copies for one of the three new Triglavian ships, entropic disintegrators and related modules, the hot new weapon system the Trigglavians bring to the game, or those Mutaplasmids, special items that can mutate the stats of current modules in New Eden, making them better… or worse… or just different. So why, given the drawbacks, would anybody bother with abyssal pockets? And if you do level 4 or 5 difficulty pockets you will also have a suspect timer when you exit, so anybody can shoot your likely damage ship and take your stuff. But when you go into a pocket a marker is left that lets people scan down where you will re-appear once you are done. In the pocket you will face three encounters with Sleepers or the new Triglavians. I am sure enterprising explorers will be happy to see some.


You can find those at data sites or, likely, on the market. The pockets come in multiple flavors (5) and levels of difficulty (also 5), but you can only get into one if you have an abyssal filament. If you fail, the pocket will collapse and you will lose your ship and your pod, ending back up where ever you have your death clone set. Once you start one of these encounters you have 20 minutes to complete it and come out the far end. Announced at EVE Fanfest last month, the expansion is centered on new PvE content for the game in the form of abyssal pockets.
