Wiki | Explorer | Navigator | Complexes | Build | Item info | Rigs | Cans | Security | Rats | Ore | Changes (Aug 05 '07)

Grismar's EVE Wiki : DeadSpace

WikiHome :: Categories :: PageIndex :: RecentChanges :: RecentlyCommented :: Login/Register

Deadspace

This article explains what deadspace is, where to find it and how to handle your ship in it.

Deadspace complexes are areas of space where natural circumstances prevent warp drives from functioning. As a result, you cannot warp into a deadspace, except to spots where a warp beacons has been anchored (every deadspace in the game has such a beacon). Also, your microwarpdrive (mwd) won't function in a deadspace.

Many complexes have structures anchored in them, similar to POS structures, but not at a moon. These include sentry guns, silos, hangars, walls, etc. Some of these structures will drop good 'loot' if you shoot them, but in most cases it is not worth the ammo required to take out the structure. Consult a mission guide (like the ones on eve-info.comleaving this site (oog)) to find out if your mission deadspace has worthwhile structures.

How to find complexes?

Agents may give you missions that require you to enter a deadspace. Entering such a deadspace is not unlike warping to a regular mission bookmark, but in some cases you will end up at a special accelleration gate, which will be the only way into the complex. Also, the complex may actually have multiple levels, connected to eachother with accelleration gates or beacons. You fly up to one of these gates, rightclick it and activate it and your ship will be taken to warp and 'thrown' into the complex.

Other deadspace complexes are not mission related, the DED Deadspace Complexes. You can find these complexes by looking for beacons in the system, using your OverView (make sure it is set to show the beacons). If you rightclick the beacon and warp to it, you will end up at an accelleration gate that will take you into the first level of the complex. Most of these complexes will have further levels, but the gates to these levels may require a passkey. Look for a special npc, like an officer, that will drop this key. Once you have it, you can activate the gate and warp to the next level. Make sure your gang buddies follow immediately, since the gate won't remain open for long. If the gatekeeper is not present, you can expect it to spawn within 1-8 hours, depending on the level of the deadspace complex.

You can find complexes of any level using the Deadspace Complexes search pageleaving this site on this site. Note that the location of complexes in that database have been collected by players, some data might still be missing.

Hidden complexes
Some complexes are not mission related, but don't show on the overview either. Their beacons are hidden and the only way to detect them is to use ScanProbes. You need to scan for a cosmic signature, since the npc ships inside the deadspace won't show up on scans with probes either. However, if you use your system scanner and see a lot of ships that are uncommon for the area, this might be an indication that a hidden complex is in the system. Even though the ships are not picked up by the probes, they do appear on the system scanner. Once you scan down the cosmic signature with high resolution short range probes (Snoops), you can warp to it and you should end up at the accelleration gate leading into the first level.

The Deadspace Complexes search pageleaving this site currently lists 4 hidden deadspace systems, but there could be quite a few more.

Deadspace levels

Non-mission deadspace complexes are rated by DED from 1/10 (being the easiest) to 10/10. The level of the deadspace determines what level of threat you can expect inside, but it also determines who can enter through the accelleration gate.


6/10 up to 10/10 are all the same as 5/10, however their inhabitants do get harder to fight as the level increases. Running a 10/10 complex takes a well-equipped fleet of battleships with experienced pilots. None of the complexes accept capital class ships at the moment.

Warping and bookmarks in a complex

If you try to warp ships into a complex, they will always end up at the accelleration gate of the first level, no matter what you are warping to. Be it a gang member, a previously bookmarked location or some other point in there.

This also goes for mission complexes, but in those it is actually useful to bookmark containers that are dropped by defeated npc's. Once you call in the mission result, the deadspace (which was instanced for the mission) will disappear, but the containers will still be in the same place. With the deadspace gone, you can now warp to the containers.

Fitting for deadspace

When fitting for deadspace missions or complexes, keep in mind that you won't be able to warp back in quickly (it'll take you back to the beginning) and you won't be able to use your microwarpdrive. So, you will not want to have to leave and return later to get ammo or unload loot. Bring enough ammo and fly a ship that will hold the loot or bring a friend in a hauler.

Also, not having an mwd will cripple some styles of play. If you're counting on fighting up close and personal, bring a decent (named or Tech 2) afterburner and preferably a webifier to stop targets from running away.


Current EVE version: 2.13.25245 (Dragon)

There is one comment on this page. [Display comment]

Valid XHTML 1.0 Transitionalleaving this site :: Valid CSSleaving this site :: Powered by Wikka Wakka Wiki 1.1.6.2leaving this site
Page was generated in 0.0342 seconds