ABYSS Field manual

Salvage register

Loot

59 things worth hauling up, from forty-year-old crisps to the HPR-7. Values are averages: the sell press pays up to 30% either side, so two of the same item rarely sell for the same amount.

  • A keycard for a door somewhere in this station. Which one is your problem.

    Use Opens one locked door, then it is used up.

    Sells for 3–5 CR · Shop, and special spawns · Shop price 8 CR

  • Standard-issue dive lamp. The cell is replaceable.

    Use About 20 s of light on a full battery; shake it to recharge (about 8 s from empty). The only flashlight that can wear skins.

    Sells for 4–12 CR · Shop · Shop price 85 CR

  • Sealed, salted, forty years past date. The bag is still inflated.

    Sells for 6–10 CR · Stations

  • The floor is, in fact, wet. Someone found this funny once.

    Sells for 8–16 CR · Stations

  • Too large to be a fish. Too clean to be old.

    Sells for 9–17 CR · Stations

  • Contents unlabelled. Gauge reads full. Nobody has opened one yet.

    Sells for 9–17 CR · Stations

  • Compressed air, full gauge. The only thing down here that is simple.

    Use Refills your oxygen when used.

    Sells for 10–18 CR · Stations and the shop · Shop price 24 CR

  • A plastic crate, cracked down one side. Somebody's idea of cargo.

    Sells for 11–20 CR · Stations

  • Charged, pin intact. Nothing down here burns. It sells anyway.

    Sells for 11–21 CR · Stations

  • It squeaks. That is the entire mechanism.

    Use Squeeze it to squeak. Never used up.

    Sells for 11–21 CR · Stations

  • Vacuum flask, dented lid. Still warm. It should not be.

    Sells for 13–23 CR · Stations

  • Magnetic tape, unlabelled. Still winds. Nobody has a deck.

    Sells for 14–26 CR · Stations

  • Heavy-duty power cell. Still holding a charge.

    Sells for 15–29 CR · Stations

  • Beige plastic, dead screen. The collectors call this a classic.

    Sells for 15–29 CR · Stations

  • Solar-powered, twelve digits. It works. It should not work.

    Sells for 18–33 CR · Stations

  • Sells for 7–13 CR · Stations

  • Sealed, unmarked, rattles. Open it here or open it at home.

    Use Open it for a random item. Usually something common, now and then a Legendary, very rarely an Abyssal. What comes out may be Heavy.

    Sells for 7–13 CR · Stations

  • Field trauma kit, sealed. Bought, not found.

    Use Heals you for 50 HP.

    Sells for 8–16 CR · Shop · Shop price 50 CR

  • Sells for 10–18 CR · Stations

  • Sells for 12–22 CR · Stations

  • Sells for 18–33 CR · Stations

  • Sells for 18–33 CR · Stations

  • A working blade with a good edge. Worth more topside than it is here.

    Sells for 18–34 CR · Stations

  • Rusted jaws, working spring. It does not care whose leg.

    Use Drop it to arm it (2 s). It snaps on whatever steps in: 25 damage and a 3 s stun. Works on creatures and crewmates.

    Sells for 21–39 CR · Shop · Shop price 55 CR

  • It was a pot. The pieces still sell.

    Sells for 21–39 CR · Stations

  • Brass housing, sealed bezel. The needle does not point north.

    Sells for 21–39 CR · Stations

  • Wire mesh, still baited. Something big got out of it.

    Sells for 22–42 CR · Stations

  • Sells for 25–46 CR · Stations

  • Bronze, pitted, off something large. Heavier than it looks.

    Sells for 25–46 CR · Stations

  • Six strings, four of them intact. It still holds a tune underwater.

    Use Hold use to play a song. Does not attract creatures.

    Sells for 28–52 CR · Stations

  • Full rigging inside the glass. How it got in there is the sale.

    Sells for 28–52 CR · Stations

  • Ship's wheel, hardwood and brass. The boat it belonged to is not here.

    Sells for 28–52 CR · Stations

  • Brass and glass, older than the station. The seal is still good.

    Sells for 31–59 CR · Stations

  • Sealed drum, leaking anyway. The smell carries further than you do.

    Use Leaks a scent trail while carried. Creatures that cross the trail come to investigate.

    Sells for 35–65 CR · Stations

  • One dose, one needle. Fast for a while, then worse.

    Use A speed boost for 12 s, plus a quarter of your health back over 8 s.

    Sells for 13–23 CR · Shop · Shop price 45 CR

  • Cathode tube, intact glass. It turns on. That is the problem.

    Sells for 29–55 CR · Stations

  • Pings the dark and listens. What answers is not always loot.

    Use Drop it to deploy. While it sweeps, creatures will not path into its 16 m radius. Pick it up to stow it.

    Sells for 31–59 CR · Shop · Shop price 90 CR

  • Sells for 35–65 CR · Stations

  • Waterlogged bellows, seized keys. It still wheezes if you squeeze it.

    Use Hold use to play. It knows four songs.

    Sells for 39–72 CR · Stations

  • Half a tonne of nothing useful. The scrap price is the only reason.

    Sells for 46–85 CR · Stations

  • A child's model of this exact hull. Down to the dent in the bow.

    Sells for 46–85 CR · Stations

  • Twin speakers, working amp. Loud enough that everything hears it.

    Use Starts a 60 s song that lures creatures to it. Drop it and run to clear a corridor; holding it is a bad idea.

    Sells for 49–91 CR · Stations

  • Fresh. Nothing down here is fresh. Do not think about it.

    Sells for 50–94 CR · Stations

  • Inflatable. Sun-bleached pink. The collectors want it more than you do.

    Sells for 53–98 CR · Stations

  • A classic boat in oils, gilt frame, water-stained. The hull number has been painted over.

    Sells for 67–124 CR · Stations

  • Older than everything around it. Do not put it down hard.

    Sells for 74–137 CR · Stations

  • Three prongs, ceremonial gold. Swings better than it should.

    Use A melee weapon: swing to hit creatures and crewmates in front of you (55 damage, about one swing a second).

    Sells for 81–150 CR · Stations

  • Pressure-triggered and already armed. Carry it gently or not at all.

    Use Sprinting with it or dropping it agitates it. At full agitation it explodes (120 damage, 9 m radius). Walk it home.

    Sells for 84–156 CR · Stations

  • Stable until it isn't. The surface pays well and asks nothing.

    Use Explosive cargo.

    Sells for 88–163 CR · Stations

  • Sells for 91–169 CR · Stations

  • Warm through the shell. Something inside is keeping time.

    Use Agitates like the Pressure Mine, but at full agitation it hatches: it hurts you (35) and lets a creature loose in the station. Scuttles attack whoever carries one.

    Sells for 95–176 CR · Stations

  • Sells for 98–182 CR · Stations

  • The door is intact and the lock is not. Worth more shut than open. Probably.

    Use Can be cracked open once. Most pay out small or fair, some go bust for a few CR, and now and then one is a 300+ CR jackpot. The gutted safe stays heavy.

    Sells for 105–195 CR · Stations

  • Sells for 130–241 CR · Stations

  • Sells for 133–247 CR · Stations

  • The pages are dry. Down here. Do not read it aloud.

    Sells for 119–221 CR · Stations

  • As long as your forearm. Whatever shed it is still growing.

    Sells for 147–273 CR · Stations

  • The reason this station was built. One per site, and the site knows.

    Use The prize of the map. Pull the core off the wall at a live HPR-7 station; at most one is live per dive.

    Sells for 158–293 CR · HPR-7 wall stations only

  • The planchette moves on its own. Put it down. Put it down now.

    Use Cursed: it hurts whoever carries it, more the longer they hold it. Its value is hidden in game.

    Value hidden in game · Special spawn (cursed)

What you’ll find

Early on, most of a haul is Common, with a few Uncommon pieces and the odd Rare one. Legendary loot is a lucky find and Abyssal loot doesn’t turn up at all.

That changes as the run goes on. The odds improve with every day you survive and every metre you dive. Deep into a run, at deep sites, Rare and Legendary finds become regular and Abyssal items start to appear.

Three sites stack better odds on top of that: the Cave, the Hospital and the Sunken Temple, with the Temple best of all. Their bonus starts at half strength and grows over the first three weeks of a run.

Heavy loot

Heavy items take both hands. While you carry one you can’t switch slots until you drop it, so you can’t reach your flashlight or anything else. Weight also slows you down in steps, Heavy or not. The Lightweight helmet and the MULE’s CARGO upgrade both make a heavy haul easier.

Loot that fights back

Some of the best-paying salvage is trying to kill you.

Selling

Loot is sold at the sell press at the Repair Dock. Selling earns XP as well as CR (1 XP for every 2 CR).

Don’t stand on the press when it comes down. Whoever is on it gets sold for scrap with everything else.

The sell press, a heavy stamping machine with a screen reading: place loot to sell.
The sell press. Loot goes in. People shouldn’t.

Written from the pre-launch build (October 2026). Numbers can change with updates; if something here is out of date, tell us on Discord.