Ocean Abyss is a deep, nautical teal for relaxed and sophisticated spaces. Because teal sits in both the blue and green family it has associations with nature and spirituality-think turquoise gemstones and warm tropical waters.
The Abyss is an aquatic biome added by the Calamity Mod which spawns upon world creation. It is located under the Sulphurous Sea on the Dungeon side of the world through a chasm on the seafloor. It is extremely deep, dark, and perilous, filled with deadly enemies, which increase in strength as the biome grows deeper. Because many enemies in the Abyss are initially passive, only becoming hostile when hit or when in close proximity to the player, stealthiness should be greatly prioritized while exploring the biome.
Without a sufficient level of light, the player's vision may be reduced (similarly to the Darkness debuff) or blackened completely (similarly to the Obstructed debuff), depending on how deep they've descended into the Abyss.
The breath meter drains faster in the Abyss, with each deeper layer applying more severe breath loss. Players with zero breath in the Abyss will lose health far more rapidly than if they were drowning in normal water. Finally, the Crush Depth debuff is commonly inflicted by enemies in the Abyss and causes the player's breath to drain even quicker. These conditions make underwater breathing equipment a necessity for players wishing to explore the Abyss.
Being in the Abyss decreases the player's defense, with more severe reductions occurring at the deeper levels. All of these defense reductions can be reduced to one-third effectiveness by equipping the Anechoic Plating or Abyssal Diving Suit:
Everyone, unable to resist, goes down in
Make those eyes shine brighter than a torch
The destination we are aiming for is deep
We squarely lose our way
The trap of the open-mouthed netherworld
Let's chase the traces of truth
If an answer can be found now, we don't mind losing it all
The echo is still reverberating
So that we do not part with that voice
The compass is always
Pointed to the darkness
Where there is no escape
In that direction
Even if that is a curse
The pulse is the real thing
Never again will the yearning stop[1]
THE ABYSSBattle BGBGMUndertow (OVERWORLD)
:Dw_abyss.rpgmvo.ogg
ABBI'S LAIR
:Bs_loop7.oggTHE ABYSS is a hidden location exclusive to the OMORI ROUTE in OMORI. It is a shadowy realm that houses many dark secrets behind HEADSPACE's existence and perhaps even some of its former residents.
THE ABYSS is the deepest part of HEADSPACE, and as such is the closest area to BLACK SPACE. It notably appears to be populated by numerous variants of SOMETHING. Angler fishes known as the ANGI are present as well, being the only enemies in THE ABYSS not related to SOMETHING.
Skeletons of what seems to be KEL, AUBREY, and HERO can also be found in deeper levels of the area. THE ABYSS also serves as a prison for ABBI, one of the three great creatures, who played the role of "the wisest" before being imprisoned there for committing a crime against the dreamer.
Reopening the game will skip the title screen entirely and immediately load the autosave. Collecting all KEYS also allows the party to access deeper segments of the maze within THE ABYSS via a darkish-pink ladder up ahead.
ABYSS LOWER 4 is the penultimate area of THE ABYSS. Compared to the other areas, it features a large, wide-open maze containing multiple pathways, enemies, and watermelons scattered throughout the area. Instead of having ladders, dark-colored whirlpools resembling the ones from DEEPER WELL serve as portals that take the party further through the dark abyss.
The abyssal seafloor is also home to a variety of minerals valued by industry. Cobalt, nickel, aluminum, and manganese are used in items ranging from cars and wind turbines to phone and laptop batteries. Over millions of years, nodules containing relatively high concentrations of these minerals formed on the abyssal plain. Seamounts are often coated in cobalt-rich crusts, and seafloor vents may form mineral deposits rich in copper, zinc, lead, silver, and gold. A number of nations are currently exploring the possibility of mining these minerals from the seafloor.
At the moment, there are a limited number of vehicles capable of descending to the abyssal seafloor. Some are autonomous underwater vehicles (AUVs). These are robotic, pre-programmed submersibles equipped with sensors, probes, and imaging systems that allow researchers to map and collect data in extreme underwater terrain, including trenches and volcano calderas.
Remote-operated vehicles (ROVs) are also used to explore parts of the abyss. They are typically tethered to and piloted from a ship via a fiber-optic cable which allows commands from the ship to reach the ROV and relays data and imagery to the pilots. These allow for real-time video and imagery, so pilots can see where the ROV is at any moment, which also allows them to direct the ROV to collect samples while at depth.
Researchers are currently interested in a wide variety of aspects of the abyss. Although trenches, ridges, and other geologic features have been studied, there is still much to learn about them. Even less is known about the abyssal plains and the organisms found there. Some of the metallic nodules found on plains are home to creatures that live nowhere else. Understanding the needs of these organisms is essential if people are to begin mining the nodules from the seafloor. Evidence to date shows that some of these communities do not recover from disturbance, even decades later, and more information is needed to ensure that future mining efforts do as little damage to deep sea life as possible.
The Abyss consists of seven infinite levels. The abyssal rune of Zot can be found from the third level onwards, and is more common at greater depths. Portals back to the dungeon are scattered throughout the Abyss, and are found more commonly at greater depths or while carrying the abyssal rune.
Adventurers who linger in the Abyss will find themselves drawn irresistibly deeper. Killing monsters will warp the substance of the Abyss, eventually generating a gateway out. Further persistence will wear holes in the Abyss, allowing descent into deeper layers. The Abyss remembers its visitors - once an adventurer has entered a level, future visits to the Abyss will always take them at least that far down.
The Abyss is an extra-dimensional chaotic plane without definite shape or form, inhabited by unholy horrors and ruled by Lugonu the Unformed. Whether you end up in this horrible place intentionally or as the result of sheer bad luck, dedicated explorers who manage to survive will eventually find the abyssal rune of Zot, and perhaps even a way out!
When entering the Abyss, you will always enter the lowest level you've been so far. Involuntary banishment (i.e. not entering a portal or using Lugonu ability) will occasionally send you deeper. The higher your XL, the higher chance for a deeper level.
Your main objectives are to either get out, or get the rune. You shouldn't wander around much; higher level (XL20) characters might survive Abyss:3 easily, but the deep Abyss (A:6-7) is threatening to even 15-rune characters. Any exploration also puts you at risk of being malmutated by its inhabitants.
The Abyssal rune may generate from Abyss:3 onwards, always in a vault. It spawns at increased frequency at lower levels (maximum of A:5), but the greatly increased monster generation rate gives players little incentive to go further. Going deeper also increases the spawn of Abyssal stairs out and down. Lugonu worshipers of 5* or 6* piety are treated as one floor deeper than normal for rune generation.
The 50-foot deep Abyss Pool is one of Yellowstone National Park's deepest hot springs. The thermal feature's temperature is about 140 degrees. Visitors are warned of the scalding water and fragile thin ground.
AT the end of the great eruption of 1872 the crater of Vesuvius was left as a wide and deep abyss, the floor of which did not possess a very high temperature, and was free from fumarole. Gradually, however, fumarole appeared, the temperature increased, and large quantities of steam and carbonic acid were evolved. The temperature continued to increase and sulphurous acid made its appearance, finally in 1875 the evolution of carbonic acid diminished, and that of hydrochloric acid commenced. This is always the commencement of the highest stage of fumarole activity. In January, 1875, when I ascended the mountain, large quantities of sulphurous acid were being evolved, and it was quite impossible to descend into the crater. On December 18, 1875, a deep chasm opened in Ihe bottom of the crater, at the bottom of which glowing lava could be seen. This was the commencement of a new period of eruption, which Palmieri predicted would last a long time, and which is still going on. The lava gradually rose to the top of the chasm, and a new eruptive cone was soon afterwards formed on the floor of the great crater. Small quantities of lava issued from time to time from the new cone, and spread over the interior of the crater, until on the night of November 1, 1878, it rose to the lowest portion of the edge of the crater, and began to flow down the great cone of Vesuvius in a north-westerly direction. The lava continued to flow in a somewhat intermittent manner until nearly the end of the year, but it did not go beyond the foot of the cone.
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