Abyss Eve

Abyss Eve

Ship Fitting: Flying into the Abyss

Abyss

This is a website to track and compare your Abyss runs, how much your loot is worth, and what kind of filaments are popular. Here I demonstrate the Corax doing T1 abyssGet 1 mil free SP on a new character: https://www.eveonline.com/signup?invc=17a371d8-8bf8-4dde-b03f-ea8229f740bbC. EVE Online: Into The Abyss. With New Eden thrown into chaos after a new threat emerges on the fringes of known space, the CONCORD Assembly enlists the. No other ships will be able to follow and while within the Abyss, capsuleers have to rely on their own wits and resources to emerge again with the spoils. Abyssal Filaments. Filaments are the keys to Abyssal Deadspaces. Activating a Filament will draw the ship it was used on into the Abyss, leaving an.

Header art by Empanada Amazon prime photo storage desktop app.

The launch of Into the Abyss and the emergence of Abyssal Deadspace is upon us, and before the deluge of losses hit in earnest those of us here at the writing INN team thought we’d share some useful fits that players can use to test these new sites. Indeed, we’ve been testing these sites in Singularity since they became available.

Please be aware that these are suggested baseline fits, and each is accompanied by a description from the creator of the fitting. These fits can be improved upon, and you absolutely should make these your own. Just be aware that we will laugh and point when you die in something blingy, as will everyone else.

Abyssal sites are mean to players; they actually take effort.

The following authors give their recommendations for fits and strategies for successful running of Abyssal Deadspace sites.

Canis Fangborn, Abyss Caracal

Running Tier-1 Dark sites requires a Calm Dark Filament.

Your skill level will very much dictate how easy this particular abyss is to complete. That might sound like a trite observation, but it really isn’t. You have twenty minutes to get out or you die. The higher your skill level, the more damage you can lay down and therefore the better chance you have of surviving.

The fit I found easiest to use was this one:

[Caracal Navy Issue, Calm Dark]Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

50MN Cold-Gas Enduring Microwarpdrive
X5 Enduring Stasis Webifier
Large Shield Extender II
Adaptive Invulnerability Field II
Large Shield Extender II

Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II

Medium Anti-EM Screen Reinforcer II
Medium Core Defense Field Extender II
Medium Core Defense Field Extender II

Mjolnir Precision Light Missile x1000
Mjolnir Fury Light Missile x1000

Use Precision on all the small stuff and Fury on the big. Try and curve in on the battleship, web it and orbit at around 7,500m. Because of the speed bonus you won’t need to run your MWD once you are there, but you want to get there as fast as you can to avoid taking damage. Once you are close, the battleship literally won’t be able to hit you. Web it, go through the reloads, and it will run as smooth as silk.

Be ultra-careful not to stray far in the rooms. Once you start taking damage from the environment, you do not have a huge amount of time to sort yourself out. This fit will have you comfortably clear all three rooms and leave with your loot, with around five minutes to spare, however do not be tempted to think that this will therefore work in a Tier 2 Dark. It won’t.

If you don’t have the skills for T2 missile launchers, then you can use Prototype ‘Arbalest’ Rapid Light Missile Launchers with Caldari Navy Mjolnir Light Missiles (grab at least 1500 for your hold).

This is still comfortably doable, but don’t tarry for the view.
You can do this level in a standard Caracal. Either fit works (with one less launcher), but you need to be on top of what you are doing, simply because you can’t lay as much damage down. That one extra launcher on the Caracal Navy Issue makes a significant difference that isn’t in any way matched by the drones you can use with the standard Caracal.

Falaharn Mistwarden, Abyss Gila

We’ve been testing the different sites and levels, finding out how they work and what’s the best ship(s) to take. Over the course of testing, elements within the abyss changed and we were introduced to new NPCs and more advanced AI behavior and tactics.

I chose the Gila, as it’s a popular ship for PVE play. Most players including myself have been using it for the event sites since the events started at the turn of the year. As such will have plenty of skills and experience with the ship. The Gila is a classic PVE ship due to access to missiles and drones; her bonuses are suited for dealing kinetic and thermal damage. This means we will be using the Gila in Exotic Particle Storm and Plasma Firestorm sites.

I find this fit works great as an “entry level” fitting for Tier 1-2 sites.

[Gila, Exotic Firestorm]Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II

10MN Afterburner II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II

Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
[Empty High slot]—
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II

Hammerhead II x5
Vespa II x5

Inferno Precision Light Missile x1000
Scourge Fury Light Missile x2000
Inferno Fury Light Missile x2000
Scourge Precision Light Missile x1000

For damage types you’ll want to use thermal for Plasma Firestorm and kinetic for Exotic Particle. You should also pack both Fury and Precision ammo for your damage type as well as ten drones for your damage type as well. This will allow you to deal the most amount of damage possible.

[Editor’s Note: I’ve actually been using this fit, even though my missile skills aren’t great, and there are no MCDFP IIs in Delve. Even with T1 rigs, it handles Tier 1-3 Exotic and Firestorm sites like a champ, and when I went ahead and fitted it out like it was mine (ie: 2b+ between fitting and pod) even using T1 launchers w/faction ammo, it was able to clear everything up to Tier 5 for those two damage profiles. -Arrendis]

Mischa Gau’ss Tesla, Abyss Ishtar

I am still an Ishtar fan, as it’s pretty much the ideal ship for everything except Dark from level 1-to-4. I haven’t tried running level 5 sites in this, but a good Abyssal fit if you don’t want to risk the cost trade-off from injecting is:

[Ishtar, abysstar_poor]Assault Damage Control II
Armor Explosive Hardener II
Reactive Armor Hardener
Medium Armor Repairer II
Medium Armor Repairer II
Drone Damage Amplifier II

10MN Afterburner II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II
Large Cap Battery II

Drone Link Augmentor II
280mm Howitzer Artillery II
280mm Howitzer Artillery II
280mm Howitzer Artillery II

Medium Auxiliary Nano Pump II
Medium Nanobot Accelerator II

Optimal Range Script x2
Tracking Speed Script x2

Drones:
10 heavies
10 meds
5 lights

Use heavies for cruisers and above, mediums for frigates, lights if you have trouble hitting. No scripts in the omnis unless you have trouble hitting. Not cap stable, though, so manage the reps.

It’s important to bring the right type of damage to a site, so make sure your drones follow this schema:

  • Electrical = Amarr Drones (EM)
  • Firestorm = Gallente Drones (Thermal)
  • Gamma = Minmatar Drones (Explosive)
  • Exotic = Caldari Drones (Kinetic)

I use Quake for destroying the can while killing the last enemies, and additional damage against close-orbiting frigates and cruisers. IMHO, level 3 is the minimum to get any payout of worth (but I’m used to carrier ticks as minimal income).

Jurius Doctor, Abyss Sacrilege

In the last 24 hours the price of every Heavy Assault Cruiser has climbed over 150 Million ISK in price. I do not expect that to slow down before mid-June. Congratulations, industrialists and traders, you just made bank. Fleet and skirmish commanders, you have my condolences.

I’m afraid I’m not going to be helping matters when it comes to the availability of HACs, as they really are the best suited to running these new sites. However, at an average of 400 to 500 Million ISK, they’re not exactly super-available to newbros or those who don’t enjoy the same earning potential as those living in large 0.0 alliances. New players will likely find them positively unattainable. Even the marginally less-expensive Stratios is likely to see a stratospheric climb in price.

Again, this is another way I won’t be helping things. My fit’s a bit more expensive, sitting at about 900M ISK. This fit is suitable for Levels 1-3, and you should be able to clear most Abyssal sites of these difficulties in well under 15 minutes. (Aim for 3-5 minutes per room.)

The below fit gets north of 600 DPS with Fury Heavy Missiles and Tech-2 medium drones. DPS drops to about 500 total when using Precision Heavy Missiles.

[Sacrilege, Abyssal Sacrifice]Assault Damage Control II
Imperial Navy Energized Adaptive Nano Membrane
Corelum C-Type Medium Armor Repairer
C3-X ‘Hivaa Saitsuo’ Ballistic Control System
C3-X ‘Hivaa Saitsuo’ Ballistic Control System

50MN Quad LiF Restrained Microwarpdrive
Stasis Webifier II
Astro-Inertial Compact Missile Guidance Computer, Missile Precision Script
Sensor Booster II, Scan Resolution Script

Heavy Missile Launcher II, Mjolnir Precision Heavy Missile
Heavy Missile Launcher II, Mjolnir Precision Heavy Missile
Heavy Missile Launcher II, Mjolnir Precision Heavy Missile
Heavy Missile Launcher II, Mjolnir Precision Heavy Missile
Heavy Missile Launcher II, Mjolnir Precision Heavy Missile
[Empty High slot]—
Medium Trimark Armor Pump II
Medium Bay Loading Accelerator II

Infiltrator II x5
Acolyte II x5
Warrior II x5

Scourge Fury Heavy Missile x2000
Nova Precision Heavy Missile x1000
Nova Fury Heavy Missile x2000
Mjolnir Fury Heavy Missile x2000
Inferno Fury Heavy Missile x2000
Scourge Precision Heavy Missile x1000
Inferno Precision Heavy Missile x1000
Mjolnir Precision Heavy Missile x1000

Abyss Event Meaning

The Sacrilege is a beast when it comes to dishing out damage at range and engaging anything up close. It can run cap stable with a Corelum C-Type – or for 10 minutes with a Centum A-Type – medium armor repairer running, which is plenty. The Assault Damage Control is great for when you get swarmed by rogue drones, or if you encounter the off-type Demaviks and Vedmaks which deal lower amounts of omni-damage but are often accompanied by drones.

Heavy missiles give you 400+ DPS (from missiles alone) out to ranges around 70km unscripted; so you can hit almost everything in the site, and fitting a SeBo and a Web let you quickly lock and deal with smaller, faster rats. The Sacrilege also has sufficient drone bay space to field a flight of medium and two flights of light drones (pushing DPS up to north of 600).

These will let you handle most drone threats and anything fast enough to stay ahead of your missiles. The addition of a Missile Guidance Computer and Precision Script helps with application.

The use of the Guristas C3-X ‘Hivaa Saitsuo’ Ballistic Control Systems is measured, as they provide a bonus to both missile and drone damage, but you can just as easily pick between DDAs or BCUs. Against some rats you’ll find your drones are more effective, against others missiles deal more damage. The biggest pain is just the reload time.

Note: This is important to discover as you work your way through Abyssal Deadspace (AD) sites: Not all rats in a site need to die in order for you to advance to the next room. Don’t waste precious time hammering drones or rats in the Abyss that you can just as easily skate past and get out. Also, always destroy the research facility, they drop loot. The towers are a distraction, don’t waste time killing them.

This is not a beginner fit, and it requires a lot of cap management to fly well. Fly it at your own risk.

Dirk Stetille, Vagabond

This Vagabond fit isn’t something I can lay sole claim to, and I must also state that this is still semi-experimental. The backstory here is that I spent a good chunk of time in abyssal space on SiSi – I tried Ishtars, Gilas, an Eagle, even a Vigilant or two. Nothing I tried was anything I really liked, though they were effective in the sites I was trying (Tiers 1-3). Then, on the eve of release for Into The Abyss, I was sat on mumble chatting with a couple of people about it, and Sothrasil suggested we look at a Vagabond. So we did.

Our initial theorycrafting session lasted probably an hour, as we bounced different ideas back and forth. We settled in on an afterburning 425mm autocannon fit to begin with, importing it from Jita that very night. I was the first to try it out on the live server (seriously CCP, faction and deadspace mods seeded on SiSi when?!), and after half a dozen sites I was timed out by a triple Leshak spawn and some bad piloting. But, this gave us some info on how it had worked, and so we switched it up slightly by moving to an MWD fit and swapping an Invuln for the Stasis web.

We then had a different issue – Sothrasil timed out trying to track an ‘Aegis’ Sleeper frigate, and we couldn’t figure out what had gone wrong. At this point I left Soth to it for the evening, and he changed up the guns on the fit, moving to the 220mm T2 autocannons and adding a tracking enhancer. Importing another setup overnight, the current fit is working so far, and has successfully cleared Tier 3 sites as of May 30.

[Vagabond, Trig MWD 220]Caldari Navy Power Diagnostic System
Assault Damage Control II
‘Kindred’ Gyrostabilizer
‘Kindred’ Gyrostabilizer
Tracking Enhancer II

50MN Y-T8 Compact Microwarpdrive
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Dark Blood Stasis Webifier
Adaptive Invulnerability Field II

220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
[Empty High slot]220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M

Medium Anti-Explosive Screen Reinforcer II
Medium Anti-Kinetic Screen Reinforcer II

Warrior II x5

Republic Fleet EMP M x2400
Republic Fleet Fusion M x2400
Republic Fleet Phased Plasma M x2400
Navy Cap Booster 400 x18

A couple of notes on the fit. Firstly, this is built with almost max-skills in mind, and it is only going to become more expensive as Jurius noted. If you’re a newer player, you may wish to try some of the less expensive fits in this article. Secondly, set your XLASB auto-repeat off by right clicking the module when in space and selecting. This will ensure you don’t over-tank. On the topic of over-tanking, this fit reps roughly 56% of its raw shield HP every ASB cycle, so bear that in mind whenever you pulse your ASB. Thirdly, drugs. My suggestions here are the Agency ‘Pyrolancea’ DB5 Dose II, which provides a 5% damage bonus with no penalties, as well as Standard Blue Pill, for an extra 25% repping power. This means that with Blue Pill alone, you will rep 67% of your shields per cycle, which IMO is already starting to be crazy.

But, if that’s not enough, I’ll talk briefly about implants. My personal recommendation is to start off with a set of 3% hardwirings for turrets – the MR-703 for tracking, and the MP-803 and SS-903 for additional damage – as well as a NR-1003 for the drugs, which is a set that will set you back roughly 60-65 million isk. Then, once you’re comfortable and start to push into the higher tiers, you can be really extravagant and go for a mid-grade Crystal set. This is an expensive investment at around a billion ISK, so make sure you’re ready for the potential loss. This addition along with your Blue Pill will push rep cycles to a shocking 95% of your total shield HP. If that isn’t mind-boggling, I don’t really know what is.

Closing Thoughts

In the end, remember to bring the right damage loadout for the site you’re diving into, and keep an eye on the clock. Until you get a good handle on what kind of devastation you can put out on each of the different NPCs, it’s probably best to fly as inexpensively as possible. We hope these sample fits help people to get started in Abyssal Deadspace, and inspire others to come up with builds of their own. If you have any fits you’ve found to be effective, or stories of harrowing escapades in the depths of the Abyss, drop them in the comments below!

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Related Articles

Triglavian links
Triglavian Collective
Areas of operation

Abyssal Deadspace
Abyssal Proving Grounds
Pochven

Related topics

Abyssal Modules
Entropic Disintegrators
Metaliminal Storms
Needlejack Filaments
Special NPCs
Combat anomalies

Past operations

Triglavian Invasion (Chapter 1 & 2)
Triglavian Invasion (Chapter 3)

Abyssal Deadspace is an area of isolated space. It was added to the game in the Into The Abyss expansion that went live on May 29th 2018. It was further expanded in the Onslaught expansion that was released on the 13th November 2018, and again in the Depths of the Abyss update on the 15th September 2020.

It is accessible only with the use of filaments and even then only limited pockets are accessible for a limited time. The abyssal deadspace is filled with dangerous localized space effects and any ship that ventures away from the stable pocket or stays in for too long will be destroyed by these effects.

  • 2Enviromental Effects
  • 3Rat info

Site Basics

Tier 1 filament: The info of the filament shows what the properties of the site it opens are. That it is a tier 1 filament can be seen by the 1 glowing stripe on the icon.
Triglavian Bioadaptive Cache contains the loot for each pocket.
Triglavian Extraction Node also contains the loot for each pocket.

A new type of space can be accessed using filaments obtained from data sites and from abyssal deadspace. Seven tiers of increasing difficulty exists. The Abyss is limited to either:

  • A single Tech I, Tech II, Navy Faction or Pirate Faction cruiser
  • Up to two destroyers
  • or up to three frigates

and is accessed by activating a filament in space. When activated, a combat-probable beacon (named Abyssal trace) is created at your entry location that allows others to await your return from the pocket.

Activation can be anywhere in space, as long as the following conditions are satisfied:

  • No Gates, Stations or mobile depots at less than 100 km.
  • No other Abyssal trace at less than 1000 km.

An Abyssal Deadspace instance is composed of three pockets. Each pocket must be cleared of enemies for a gate to open to the next pocket. In addition to Triglavians, you may find rogue drones under their command. Drifters (without doomsday and rarely with overshield) may appear as well, accompanied by sleeper drones, engaged in combat with the Triglavians. However, no one will help you. You must fight your way out.

Within the Abyss, in each pocket is a structure called the 'Triglavian Bioadaptive Cache' which has a scant 300 hit points and contains some of the loot for that pocket. There are also 'Triglavian Extraction Nodes' which also contain loot.

The deadspace instance is stable for only 20 minutes. If you are still in the pocket after 20 minutes your ship and your pod will be immediately destroyed. Essentially, you must clear the three pockets and exit with the allocated time, or you will lose both your ship and your pod. The third pocket gate returns you to the location in space you activated the filament from.

Further site restrictions: you can not be warped to within the Abyss, nor can you warp out of it. You can not cloak nor deploy a mobile depot. There is no local. Core Probes and Combat probes launched will be removed from space shortly after launching and cannot be recovered. The Directional Scanner will not work. The map does not work. At the present moment, if a player is in Abyssal Deadspace when server downtime occurs, the player will return to the solar system they entered from.

Quick recap:

  • There are 7 tiers of Abyssal Deadspace combat sites.
  • There are 5 different types of weather effects in the sites, each with their own site bonus and weakness.
  • The NPCs you face inside the Abyssal Deadspace are random.
  • Once you enter an Abyssal Deadspace, a 20 minute timer begins. If the site is not completed within that time limit, you lose your ship and pod.
  • Loot is found in Triglavian Bioadaptive Cache (main loot for cruiser sites), Triglavian Biocombinative Cache (main loot for frigate sites), and Triglavian Extraction Nodes and SubNodes. NPCs leave no wrecks to loot or salvage, although cache wrecks can be salvaged for Triglavian materials.
  • With the Onslaught expansion, a player-versus-player element was added to Abyssal Deadspace, accessed optionally through a second exit gate (named Triglavian Proving Conduit) in the final room of Tier 3 sites and higher.
  • The Onslaught expansion also released 3 player co-op frigate Abyssal Deadspace pockets.
  • Note that the Triglavian Proving Conduit has been removed due to the addition of Proving Filaments in the Depths of the Abyss expansion. These filaments will transport a player directly to the Proving Grounds without the need to go through Abyssal Deadspace.
Three types of gates you will encounter are: Triglavian Origin Conduit, Triglavian Transfer Conduit, and Triglavian Proving Conduit. A gate with a triangle in the center means you still have more pockets to go!
WARNING: Any ship and capsule should be considered lost the moment a player enters Abyssal Deadspace. The atmosphere is rather unforgiving to inexperienced, ill-equipped or unfamiliar pilots. If your ship is lost inside the site, you will lose your capsule, clone, and implants (if equipped) as well. Do not run Abyssal Deadspace complexes with a ship or with implants that you cannot afford to lose.


Enviromental Effects

Abyssal deadspace has several enviromental effects that will all apply to both the player ship and to the NPC ships. These effects will neutralize unprepared ships but they can also be taken advantage of. All effects applied to your ship will be shown in same location as EWAR effects. Hover your mouse over the icon to see what effect is applied to your ship.

Weather Effects

Each Abyssal Deadspace instance will have a weather effect that spans over all three pockets of the instance. Five types of environmental weather effects exist affecting both player and NPCs. The type is identified on the info of the filament and can be countered if desired by fitting choices. The name of the filament itself gives clues as to what tier and difficulty it is. A Raging Exotic Filament means that it is a Tier 4 site with Exotic Particle Storm effect. A Fierce Dark Filament is a Tier 3 site with Dark Matter Field effect.

The bonus modifier of the weather is always 50% but the strength of the penalty varies by the level of the instance.

LevelFilament NameFilament AppearancePenalty Amount
0Tranquil-30% or -50%, random per run
1Calm
2Agitated
3Fierce
4Raging-50% or -70%, random per run
5Chaotic
6Cataclysmic

The level of the filament can also be identified by the number of glowing stripes on the icon.


The five Abyss-wide environmental effects are outlined in this table below:

Weather TypePenalty Type (strength defined by level above)Bonus Provided
Electrical Penalty to EM Resist Bonus to Capacitor Recharge Time (-50% charge time and therefore +100% charge rate)
Dark Penalty to Turret Optimal and Falloff Range Bonus to maximum velocity (+50%)
Exotic Penalty to Kinetic Resist Bonus to Scan Resolution (+50%)
Firestorm Penalty to Thermal Resist Bonus to Armor HP (+50%)
Gamma Penalty to Explosive Resist Bonus to Shield HP (+50%)

When selecting ship you must consider the weather effect of the instance you are entering. For example using a turret ship or drone boat in dark matter field (range penalty) is very bad idea as you would likely not be able to hit anything.

The weather bonuses and penalties apply to all entities within the abyssal deadspace. This includes your ship, rats, missiles and drones. The environmental effects are stacking penalized.

As the resist penalty will apply to the rats too you should pick your damage type to match the resist weakness. How negative resist bonus is applied to a ship may seem confusing. The easiest way to think of it is that a -50% resist penalty means the ship will take 50% more damage. For more in depth explanation see negative resists on tanking page.

Localized Effects

Filament Cloud (orange) and Bioluminescence Clouds (blue)
Deviant Automata Suppressor

The pockets will also contain clouds and Triglavian towers that will apply effects to player and NPC ships in their immediate vicinity.

Localized Clouds:

  • Filament Cloud (orange): Penalty to Shield Booster boosting (-40%) and reduction to shield booster duration (-40%). If using a conventional (not Ancillary) shield booster, in effect this does not weaken your shield booster, it increases its capacitor cost/second by 66%. If you rely on a shield booster to survive, you should avoid entering these.
  • Bioluminescence Cloud (light blue): +300% Signature Radius (4.0x signature radius multiplier). Entering this cloud will make your ship easier target to hit but it will also make all rats easier to hit. If fighting small but accurate enemies like Damaviks, this cloud can actually be helpful to pull enemies through.
  • Tachyon Cloud (white): +300% Velocity (x4.0 velocity), -50% Inertia Modifier. Be very careful entering this cloud with an active MWD, as the Inertia reduction will cause you to accelerate very quickly (x4 velocity, x0.5 inertia, x8 acceleration), potentially slingshotting you outside the boundary for a very quick death to the Unstable Abyssal Depths. These clouds will also increase enemy velocities, causing them to either close range very quickly, or suddenly pull away.
A long, long time ago..
In September, 2020, the Tachyon Cloud was introduced, replacing the older Caustic Cloud. The Caustic Cloud applied a -80% penalty to local and remote Armor Repair modules, making it a death sentence for armor tanked ships. However, the cloud was very rarely seen.


Triglavian Towers:

  • Deviant Automata Suppressor: Damages all missiles, drones, and rogue drone frigates within it area of effect. The larger does about the same damage to drones as a single medium smartbomb; the smaller does more than double that. Flying into the range of this Suppressor can help you take out pirate drones.
    • Short-Range Deviant Suppressor will attack all drones, missiles and rogue drone frigates within 15 KM
    • Medium-Range Deviant Suppressor will attack all drones, missiles, and rogue drone frigates within 40 KM
  • Multibody Tracking Pylon: +60% or +80% tracking to all ships in its area of effect.

Rat info

The Abyssal Deadspace contains variety of different kind of rats. Each rat will behave differently and taking the right approach in different situations is important. For a quick overview of which group of rats you can face go to the Possible rooms in Abyssal Deadspace page.

Factions
Rogue DronesDriftersSleepersTriglaviansSansha's NationCONCORDAngel Cartel


Rogue Drones

Rogue Drones are perhaps the most common type of rats encountered in Abyssal Deadspace. The sub battleship rats deal single damage type or EWAR based on their name. The battlecruiser-sized rats are notable for having very high damage combined with very short range and incredible tracking, they will easily be able to track and hit medium drones that are attacking them. If you can keep them at over 10 km from your ship they will deal very little damage.

The best strategy is to start out by killing EWAR rats that pose threat to your ship. Depending on your fit, this means webs, tracking/missile disruptors and, if the pocket has battleships, target painters. You should also pay attention on whether logistic rats are on grid. If you can't kill other frigates before repairs land, prioritize killing logistic rats first. After the dangerous EWAR and logistic rats are dead you can focus on the damage dealers in your preferred order.

The rogue drone frigates are susceptible to automata suppressors. Multibody tracking pylons and bioluminescent clouds will also help greatly when trying to hit small frigate swarms.

The Rogue Drone battleship found in Tier 5 sites, known as the Benthic Abyssal Overmind has a stasis webifier, making it difficult to maneuver around this enemy.

Rogue Drone Ship
NameWeapon
Spark EM Damage
EmberThermal Damage
StrikeKinetic Damage
BlastExplosive Damage
Snarecaster Webbing
Fogcaster Turret and Launcher Disruption
Gazedimmer Sensor Dampening
Spotlighter Target Painting
Fieldweaver Remote Shield Logi
Plateforger Remote Armor Logi


Drifters and Seekers

Drifters and seekers are sometimes encountered together but they can appear on their own too. They all deal omni-damage types and have flat omni-resist profiles.

Drifter ships most often start with damaged shields and armor. The battleship deals heavy damage but a cruiser can get under its guns to avoid taking hits. The battleship will also fly away from the player ship at a speed of around 300m/second and will try to drag the player to the boundary. The drifter cruisers all use some form of EWAR in addition to dealing damage.

Drifter Cruiser
Cruiser NameWeapon
Entanglement Webbing
Nullwarp Warp Scramblers
NullchargeEnergy Neutralizers
Seeker types
Seeker NameWeapon
LancerGeneric Damage Dealer
Entangler Webbing
Spearfisher Warp Scramblers
Illuminator Target Painting
Dissipator Energy Neutralizers
Obfuscator Sensor Dampening
Confuser Turret and Missile Disruption

Sleeper Drones

Every Sleeper drone is equipped with remote repairers so it is best to kill smaller ships first as they die before repairs land. In addition to damage, they will also use webs and energy neutralizer. The Sleeper drone battleship(Lucid Deepwatcher) deals rather high omni damage but cannot hit ships if they are around 10 km from it.

Sleeper Drone Frigates
NameWeapon
EscortGeneric Damage Dealer
AegisHigher Damage Dealer
Warden Webbing
FirewatcherEnergy Neutralizers
Preserver Strong remote repairs
Sleeper Drone Cruisers
NameWeapon
WatchmanGeneric Damage Dealer
Upholder Webbing
SentinelEnergy Neutralizers
Sleeper Drone Battleship
NameWeapon
DeepwatcherTarget painting


Triglavian Collective

Triglavian ships can appear in any pocket and regardless of size will have remote armor repair capability along side their unique Entropic Disintegrator weapon system. Their weapons deal Explosive and Thermal damage, and their dps can be very high. They will also use drones as supplemental weapon system. Many Triglavian ships will also use remote repairs.


Triglavian Ships
NameWeapon
StarvingEnergy Neutralizers
StrikingGeneric Damage Dealer
Harrowing Target Painting
Anchoring Warp Scramblers
Renewing Strong remote repairs
Blinding Sensor Dampening
Tangling Webbing
Ghosting Turret and Missile Disruption

Vila Swarm Drones - Can be combined with any of the above. The Vila drones deactivate when the ship they are linked to is destroyed so you shouldn't waste time killing them. Focusing on these may cause you to run out of time.

Shining Vila Damavik - Similar to Harrowing variants but is only present for Vila Damaviks.

Shining Drekavac - Drekavac with heavy armor damage that uses strong target painters.

Sansha's Nation

All Sansha's Nation rats have the Devoted prefix. They have VERY good tracking and can start applying damage to you even if you have just landed in the pocket.

Sansha's Nation Cruisers
NameWeapon
Knight Heavy damage dealer; high range & tracking
Sansha's Nation Frigates
NameWeapon
Fisher Webbing
Priest Remote repairs
Trapper Warp Scramblers
Smith Energy Neutralizers
LookoutSensor Dampening
Herald Turret and Missile Disruption
Torchbearer Target Painting

CONCORD

All CONCORD rats are part of the Disparu Troop. CONCORD hulls use missiles, while EDENCOM ships use Vorton Projectors. The EDENCOM ships' AI can be exploited to bounce Vorton Projector damage to other CONCORD/EDENCOM ships; the chain will affect ANYTHING NEARBY, including caches, extraction nodes, drones and other enemy ships.

CONCORD rats are generally feared by many Abyssal runners due to their high missile damage and heavy EWAR. The sheer incoming DPS makes passive tanking these rooms extremely difficult. Because of this, Marshal rats (especially Drainers which neut your cap very hard) are often targeted first to reduce incoming DPS.

CONCORD ships
NameWeapon
Attacker/AssaultGeneric damage dealer
Arrester Webbing
Marker Target Painting
Drainer Heavy Energy Neutralizers
EDENCOM ships
(no prefix)Arcing damage dealer

Angel Cartel

All Angel Cartel rats have the Lucifer prefix.

Angel Cartel Ships
NameWeapon
(Elite) Cynabal
Heavy damage dealer; high range & tracking
Ixion Target Painting
(Elite) DramielGeneric damage dealer
Fury Energy Neutralizers
Echo Webbing
Medusa Sensor Dampening
Burst Remote repairs
Swordspine Target Painting

Best damage to deal

The Abyssal Deadspace resist penalties apply to both the player ship and to the rats inside Abyssal Deadspace. Due to how resist penalties are calculated this means that damage matching with the penalized resist will effectively receive damage bonus equal to the resist penalty (smaller damage increase if the target has too low resist). So in general you should select your damage to match the weather. But sometimes the natural resist hole of the rat is equal or even greater than the resist hole caused by the weather. In level 1-3 electric storm pockets the weather induced resist hole is equal to explosive resist hole. In all other pockets the weather induced weakness is greater.

Drifter ships, seeker drones and sleepers have uniform resists.

Damage to deal to Triglavian ships
WeakestStrongest
EM Kinetic Thermal Explosive


The rogue drone ships have wildy varying resists. Generally the weather induced weakness is the greatest resist hole to hit. Hitting natural resist hole of the battleship drone deals approximately 10%-20% more damage than not hitting any weakness. Rogue drone battleship weaknesses are:

Rogue Drone Battleship
NameDamage to deal
Endobenthic Abyssal Overmind EM Damage Thermal Damage
Benthic Abyssal Overmind EM Damage Explosive Damage
Hadal Abyssal Overmind EM Damage
Bathyic Abyssal OvermindExplosive Damage EM Damage
Twilit Abyssal OvermindThermal Damage Explosive Damage
Photic Abyssal Overmind EM Damage


Abyssal Deadspace Co-op for frigate fleets

Co-op frigate Abyssal Deadspace can be run by a group of up to 3 T1/T2/faction frigates. This requires three of the appropriate filaments of the same type the fleet desires to run, which all need to be in a single ship's cargo hold. The pilot can then activate a fleet abyssal site by right clicking on the stack of filaments selecting and then selecting 'Activate For Fleet' in the window that pops up. Once activated an acceleration gate will appear in space and each member of the fleet (up to three T1/T2/faction frigates) can each activate the gate and enter the deadspace pocket to run the sites as described above.

Eve Abyssal Fits


Abyssal Deadspace from the outside

As of August 14th, 2018, the suspect timer given upon exiting T4 and T5 Abyssal Deadspace has been 'temporarily' removed.
Orange glow means it is a tier 1-3 Abyssal Deadspace. Yellow glow means it is a tier 4 or 5 Abyssal Deadspace.

When you enter the Abyssal Deadspace, you will be removed from local and from directional scanner. You cannot see who is in the system outside the deadspace, and they cannot see who is inside or in what ship. But that does not mean you are safe. Once the filament has been used, a rift appears that can be combat scanned by anyone in the system and can be warped to. It also appears on the directional scanner of anyone who has not filtered it out. This makes it easy for people to camp the exit and shoot whoever comes out.

This means that you have to consider where you use the filament, especially in low security and null security space. But even in high-security space you are not safe. It used to be the case that Tier 4 and 5 filaments would give you suspect timer, but that has been 'temporarily' disabled as of August 14th, 2018.

You will be invulnerable for a short time, so be patient if you leave the rift and find yourself being camped. A survival tactic could be to quickly activate a new filament - especially a tier 1-3 filament that you run in order to run down a suspect timer in hisec - but beware, many players have now got wise to this and will anchor a mobile depot which will prevent you activating another filament.


Rewards

Abyssal Deadspace is dangerous, but the rewards can be worthwhile for those who can complete the sites. Abyssal Deadspace is the only source for many valuable items, which are found in the Caches and Extraction Nodes/SubNodes. No wrecks are left behind by any NPCs, all drops come from these two listed cans. Rewards are as follows:

  • Mutaplasmids that can be used to change the stats of certain modules. Which mutaplasmids are able to drop depends on the weather selected:
    • Gamma sites can drop shield related mutaplasmids - S/M/L Shield Extender, S/M/L/XL Shield Booster
    • Dark sites can drop propulsion module mutaplasmids - 1/10/100MN Afterburner, 5/50/500MN Microwarpdrive
    • Firestorm sites can drop armor related mutaplasmids - S/M/L Armor Plate, S/M/L Armor Repairer
    • Electrical sites can drop capacitor related mutaplasmids - S/M/L Cap Battery, S/M/L Energy Neutralizer, S/M/L Energy Nosferatu
    • Exotic sites can drop tackle related mutaplasmids - Stasis Webifier, Warp Disruptor, Warp Scrambler
    • All weathers can drop damage module mutaplasmids - Heat Sink, Gyrostabilizer, Magnetic Field Stabilizer, Ballistic Control System, Entropic Radiation Sink
    • T6 filaments can drop capital module mutaplasmids - All Capital-sized versions of the modules above, plus Ancillary Shield Booster/Armor Repairer, Heavy Warp Disruptor/Scrambler, and Siege Module
  • Precursor ship and weapon skill books, disintegrator specialization skill books
  • Blueprint copies required for the production of Triglavian hulls, weapon systems, and ammunition:
    • Entropic Disintegrators: Weapons with unique properties and only usable by the Triglavian ships
    • Exotic Plasma: Ammunition used by Entropic Disintegrators
    • Mutadaptive Remote Armor Repairer: A special remote armor repairer module used by the Triglavian Rodiva and Zarmazd logistics cruisers
  • Production materials required for the production of Triglavian hulls, weapon systems, and ammunition:
    • Crystalline Isogen-10
    • Zero-Point Condensate
  • Modules:
    • Compact Entropic Radiation Sink - a compact (low-fitting) version of the Entropic Radiation Sink
    • Perun Heavy Mutadaptive Remote Armor Repairer - a faction version of the Mutadaptive Remote Armor Repairer
  • Triglavian Survey Database: Often referred to as 'red loot', this item is an ISK token item similar to Sleeper 'blue loot' and Overseer's Personal Effects in that it can be sold to unlimited NPC buy orders for a fixed price, in this case, 100,000 ISK/ea
  • Abyssal Filaments: While data hacking sites are the only source for Abyssal Filaments outside of Abyssal Deadspace, and they only provide Calm (Tier 1) filaments, the Bioadaptive/Biocombinative Cache in Abyssal Deadspace can drop filaments of all tiers, allowing us to access the higher tiers of this content. These filaments can also be sold on the open market to other players.

Gallery

  • Approaching the Gate in a Electrical Abyss

  • Slow boating through the impressive entry of the Abyss

  • Collecting the Loot in the Abyss

  • Investigating Comets in the Abyss

  • Valuable Ore in the Abyss

  • Triglavian Bioadaptive Cache

  • Abyssal Clouds

  • Abyssal Filament Traces

References

Eve Online Abyssal Fits

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