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Be warned: Researching the true lore of Adro outside of this wiki will lead to spoilers for the books that take place after season/book 6 of the series.
The Adro system is an eerie, nearly empty system. It contains a single planetary body, the Adro Diamond, which is a little larger than Jupiter. It has a machine-perfect smooth surface that is is nearly transparent, like an enormous crystal ball with a faintly greenish hue.
The strange nature of the system has sparked interest by the three nations and their scientists. In an effort to find something to utilize in the ongoing war, UN, MCR and OPA navies have sent fleets into the system to investigate.
DxAdro is a PvE-only instance. Engaging in PvP is strictly forbidden! source
This is the most difficult PvE content on SDX, bring veteran hunters and be prepared to lose.
You are not supposed to leave ships or stations out in DxAdro for extended periods of time. source
Adro hunting is a 'dungeon dive'-like PvE boss raid activity. Getting 2-6 players of a nation together in the instance will spawn a GPS point after a short while. On approach, an enemy main fleet consisting of a battleship (the boss) and a few escorting railgun cruisers will spawn. From time to time, enemy reinforcements (consisting of more cruisers) will spawn. Reinforcements will stop once the boss is disabled. Having fewer than two or more than six players of the same nation in DxAdro will prevent the encounter from spawning.
While Adro has a single entrance gate in DxMedina, there's actually three exit gates (one per nation) spread across the system to make interference between hunting parties less likely:
GPS:Earth Exit Gate:0:3500000:0:#FF40EC:
GPS:MCR Exit Gate:0:0:3500000:#FF40EC:
GPS:OPA Exit Gate:3500000:0:0:#FF40EC:
(You can do !gps in chat to get these)
These grids are much more resilient than any other NPCs on the server, proceed with caution.
The boss grid is very large, but nimble for its size and is equipped with two heavy railguns and lots of torpedo launchers and PDCs.
The escorting railgun cruisers employ two light or medium railguns each and a sizable amount of torpedo launchers and PDCs. The grids are identical to the railgun cruisers defending each nations homeworld, but their stats have been increased. They are more nimble and more resistant to damage than the home defense fleet vessels found in Sol.
You can only fight NPCs from enemy nations. UN can't fight a Truman, MCR can't fight a Donnager and OPA can't fight a Drummer.
After sucessfully beating the encounter, all NPC grids can be salvaged for Components and Tech Scrap. All heavy railguns grind into the same Experimental Scrap Components and you get to decide which type of Experimental Tech Components you'd like to convert them into by selling to the appropriate Tech Conversion store at Tycho Hub.
